L L4D2node

MoveToRandomSpot

0x00af4490 · 98 bytes · __cdecl

_Z16MoveToRandomSpotP11CBaseEntity

Decompiled

undefined (1 param)

/* MoveToRandomSpot(CBaseEntity*) */

CBaseEntity * MoveToRandomSpot(CBaseEntity *param_1)

{
  CBasePlayer *this;
  Vector local_24 [12];
  Vector local_18 [12];
  
  if (param_1 != (CBaseEntity *)0x0) {
    this = (CBasePlayer *)UTIL_GetLocalPlayer();
    if (this != (CBasePlayer *)0x0) {
      CBasePlayer::EyeVectors(this,local_24,(Vector *)0x0,(Vector *)0x0);
      GetRandomSpot();
      UTIL_SetOrigin(param_1,local_18,false);
    }
  }
  return param_1;
}

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)