L L4D2node

UTIL_RandomBloodVector

0x00b2cd80 · 145 bytes · unknown

_Z22UTIL_RandomBloodVectorv

Decompiled

undefined (0 params)

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

float * UTIL_RandomBloodVector(void)

{
  int iVar1;
  int *piVar2;
  longdouble lVar3;
  float *in_stack_00000004;
  
  lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
  piVar2 = random_valve;
  iVar1 = *random_valve;
  *in_stack_00000004 = (float)lVar3;
  lVar3 = (longdouble)(**(code **)(iVar1 + 4))(piVar2,0xbf800000,0x3f800000);
  piVar2 = random_valve;
  iVar1 = *random_valve;
  in_stack_00000004[1] = (float)lVar3;
  lVar3 = (longdouble)(**(code **)(iVar1 + 4))(piVar2,0,0x3f800000);
  in_stack_00000004[2] = (float)lVar3;
  return in_stack_00000004;
}

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)