L L4D2node

CEnvWindShared::ComputeWindVariation

0x0044bb80 · 161 bytes · __thiscall

_ZN14CEnvWindShared20ComputeWindVariationEf

Decompiled

undefined (2 params)

/* CEnvWindShared::ComputeWindVariation(float) */

void __thiscall CEnvWindShared::ComputeWindVariation(CEnvWindShared *this,float param_1)

{
  longdouble lVar1;
  float fVar2;
  
  fVar2 = *(float *)(this + 0xa4);
  while (fVar2 <= param_1) {
    lVar1 = (longdouble)CUniformRandomStream::RandomFloat((float)(this + 0x15c),-10.0);
    *(float *)(this + 0xbc) = (float)lVar1;
    lVar1 = (longdouble)CUniformRandomStream::RandomFloat((float)(this + 0x15c),-0.2);
    *(float *)(this + 0xc0) = (float)lVar1 + 1.0;
    fVar2 = *(float *)(this + 0xa4) + 0.1;
    *(float *)(this + 0xa4) = fVar2;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)