SharedRandomFloat
0x00583000 · 135 bytes · __cdecl
_Z17SharedRandomFloatPKcffi
Decompiled
undefined (4 params)
/* SharedRandomFloat(char const*, float, float, int) */
void SharedRandomFloat(char *param_1,float param_2,float param_3,int param_4)
{
int iVar1;
iVar1 = SeedFileLineHash(CBaseEntity::m_nPredictionRandomSeed,param_1,param_4);
if (*(int *)(ZombieDebugSharedRandom._28_4_ + 0x30) != 0) {
LogRandomValue("SharedRandomFloat",param_1,iVar1,param_4);
}
CUniformRandomStream::SetSeed(0xfb5f80);
CUniformRandomStream::RandomFloat(2.3084968e-38,param_2);
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.