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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.