L L4D2node

SharedRandomVector

0x00583090 · 230 bytes · __cdecl

_Z18SharedRandomVectorPKcffi

Decompiled

undefined (4 params)

/* SharedRandomVector(char const*, float, float, int) */

char * SharedRandomVector(char *param_1,float param_2,float param_3,int param_4)

{
  int iVar1;
  longdouble lVar2;
  int in_stack_00000014;
  
  iVar1 = SeedFileLineHash(CBaseEntity::m_nPredictionRandomSeed,(char *)param_2,in_stack_00000014);
  if (*(int *)(ZombieDebugSharedRandom._28_4_ + 0x30) != 0) {
    LogRandomValue("SharedRandomVector",(char *)param_2,iVar1,in_stack_00000014);
  }
  CUniformRandomStream::SetSeed(0xfb5f80);
  lVar2 = (longdouble)CUniformRandomStream::RandomFloat(2.3084968e-38,param_3);
  *(float *)param_1 = (float)lVar2;
  lVar2 = (longdouble)CUniformRandomStream::RandomFloat(2.3084968e-38,param_3);
  *(float *)(param_1 + 4) = (float)lVar2;
  lVar2 = (longdouble)CUniformRandomStream::RandomFloat(2.3084968e-38,param_3);
  *(float *)(param_1 + 8) = (float)lVar2;
  return param_1;
}

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)