L L4D2node

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 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)