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 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.