L L4D2node

coerciblevariant_t::SetFloat

0x00644b20 · 96 bytes · __thiscall

_ZN18coerciblevariant_t8SetFloatEf

Decompiled

undefined (2 params)

/* coerciblevariant_t::SetFloat(float) */

void __thiscall coerciblevariant_t::SetFloat(coerciblevariant_t *this,float param_1)

{
  *(undefined4 *)(this + 0x18) = 0;
  if (*(void **)(this + 0xc) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0xc));
    *(undefined4 *)(this + 0xc) = 0;
  }
  *(float *)(this + 8) = param_1;
  *(undefined4 *)(this + 0x18) = 7;
  *(undefined4 *)(this + 0x14) = 1;
  *this = (coerciblevariant_t)(param_1 != 0.0);
  *(int *)(this + 4) = (int)param_1;
  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)