L L4D2node

GetRandomStuckOffsets

0x004597b0 · 105 bytes · __cdecl

_Z21GetRandomStuckOffsetsP11CBasePlayerR6Vector

Decompiled

undefined (2 params)

/* GetRandomStuckOffsets(CBasePlayer*, Vector&) */

int GetRandomStuckOffsets(CBasePlayer *param_1,Vector *param_2)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(param_1 + 0x1a3c);
  *(int *)(param_1 + 0x1a3c) = iVar1 + 1;
  iVar1 = iVar1 % 0x36;
  iVar2 = iVar1 * 0xc;
  *(undefined4 *)param_2 = *(undefined4 *)(rgv3tStuckTable + iVar2);
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(rgv3tStuckTable + iVar2 + 4);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(rgv3tStuckTable + iVar2 + 8);
  return iVar1;
}

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)