L L4D2node

Test_RandomPlayerPosition

0x00af2c50 · 277 bytes · unknown

_Z25Test_RandomPlayerPositionv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Test_RandomPlayerPosition() */

void Test_RandomPlayerPosition(void)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  CBasePlayer *this;
  int iVar5;
  longdouble lVar6;
  float local_18;
  float local_14;
  float local_10;
  
  this = (CBasePlayer *)UTIL_GetLocalPlayer();
  iVar5 = GetWorldEntity();
  if (this == (CBasePlayer *)0x0) {
    Error("Test_RandomPlayerPosition: no local player entity.");
  }
  else if (iVar5 == 0) {
    Error("Test_RandomPlayerPosition: no world entity.");
  }
  uVar1 = *(undefined4 *)(iVar5 + 0x44c);
  uVar2 = *(undefined4 *)(iVar5 + 0x450);
  uVar3 = *(undefined4 *)(iVar5 + 0x458);
  uVar4 = *(undefined4 *)(iVar5 + 0x45c);
  lVar6 = (longdouble)RandomFloat(*(undefined4 *)(iVar5 + 0x448),*(undefined4 *)(iVar5 + 0x454));
  local_18 = (float)lVar6;
  lVar6 = (longdouble)RandomFloat(uVar1,uVar3);
  local_14 = (float)lVar6;
  lVar6 = (longdouble)RandomFloat(uVar2,uVar4);
  local_10 = (float)lVar6;
  CBasePlayer::ForceOrigin(this,(Vector *)&local_18);
  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)