L L4D2node

bi_reverse

0x000ebe20 · 40 bytes · __cdecl

_Z10bi_reverseji

Decompiled

undefined (2 params)

/* bi_reverse(unsigned int, int) */

uint bi_reverse(uint param_1,int param_2)

{
  uint uVar1;
  uint uVar2;
  uint uVar3;
  
  uVar1 = 0;
  do {
    uVar2 = uVar1;
    param_2 = param_2 + -1;
    uVar3 = param_1 & 1;
    uVar1 = (uVar3 | uVar2) * 2;
    param_1 = param_1 >> 1;
  } while (0 < param_2);
  return uVar3 | uVar2 & 0x7fffffff;
}

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)