CParticleCollection::RandomVectorInUnitSphere
0x00bcc820 · 305 bytes · __thiscall
_ZN19CParticleCollection24RandomVectorInUnitSphereEiP6Vector
Decompiled
undefined (3 params)
/* CParticleCollection::RandomVectorInUnitSphere(int, Vector*) */
longdouble __thiscall
CParticleCollection::RandomVectorInUnitSphere(CParticleCollection *this,int param_1,Vector *param_2)
{
int iVar1;
longdouble lVar2;
longdouble lVar3;
longdouble lVar4;
longdouble lVar5;
float fVar6;
iVar1 = *(int *)(this + 0x348);
fVar6 = *(float *)(s_pRandomFloats + (iVar1 + 2 + param_1 & 0xfffU) * 4);
lVar3 = (longdouble)
__acosf_finite(1.0 - (*(float *)(s_pRandomFloats + (iVar1 + param_1 & 0xfffU) * 4) +
*(float *)(s_pRandomFloats + (iVar1 + param_1 & 0xfffU) * 4)));
fVar6 = cbrtf(fVar6 * 0.99999 + 1e-05);
lVar2 = (longdouble)fcos((longdouble)(float)lVar3);
lVar4 = (longdouble)fsin((longdouble)(float)lVar3);
lVar3 = (longdouble)
fcos((longdouble)
(*(float *)(s_pRandomFloats + (iVar1 + 1 + param_1 & 0xfffU) * 4) * 6.2831855));
lVar5 = (longdouble)
fsin((longdouble)
(*(float *)(s_pRandomFloats + (iVar1 + 1 + param_1 & 0xfffU) * 4) * 6.2831855));
*(float *)param_2 = (float)lVar3 * (float)lVar4 * fVar6;
*(float *)(param_2 + 4) = (float)lVar5 * (float)lVar4 * fVar6;
*(float *)(param_2 + 8) = (float)lVar2 * fVar6;
return (longdouble)fVar6;
}
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.