L L4D2node

CEnvShake::Radius

0x0068a0f0 · 45 bytes · __thiscall

_ZN9CEnvShake6RadiusEb

Decompiled

undefined (2 params)

/* CEnvShake::Radius(bool) */

longdouble __thiscall CEnvShake::Radius(CEnvShake *this,bool param_1)

{
  float fVar1;
  
  if ((!param_1) || (fVar1 = 0.0, ((byte)this[0x148] & 1) == 0)) {
    fVar1 = *(float *)(this + 0x44c);
  }
  return (longdouble)fVar1;
}

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)