GetRandomSpot
0x00af4380 · 257 bytes · unknown
_Z13GetRandomSpotv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetRandomSpot() */
float * GetRandomSpot(void)
{
undefined4 uVar1;
int iVar2;
longdouble lVar3;
longdouble lVar4;
longdouble lVar5;
float *in_stack_00000004;
undefined4 uVar6;
undefined4 uVar7;
undefined4 uVar8;
iVar2 = GetWorldEntity();
if (iVar2 != 0) {
uVar6 = *(undefined4 *)(iVar2 + 0x448);
uVar7 = *(undefined4 *)(iVar2 + 0x44c);
uVar8 = *(undefined4 *)(iVar2 + 0x454);
uVar1 = *(undefined4 *)(iVar2 + 0x458);
lVar3 = (longdouble)
RandomFloat(*(undefined4 *)(iVar2 + 0x450),*(undefined4 *)(iVar2 + 0x45c),uVar6,uVar7,
uVar8);
lVar4 = (longdouble)RandomFloat(uVar7,uVar1);
lVar5 = (longdouble)RandomFloat(uVar6,uVar8);
in_stack_00000004[1] = (float)lVar4;
in_stack_00000004[2] = (float)lVar3;
*in_stack_00000004 = (float)lVar5;
return in_stack_00000004;
}
*in_stack_00000004 = 0.0;
in_stack_00000004[1] = 0.0;
in_stack_00000004[2] = 0.0;
return in_stack_00000004;
}
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.