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 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.