COM_AddNoise
0x00126260 · 118 bytes · __cdecl
_Z12COM_AddNoisePhii
Decompiled
undefined (3 params)
/* COM_AddNoise(unsigned char*, int, int) */
void COM_AddNoise(uchar *param_1,int param_2,int param_3)
{
byte bVar1;
byte bVar2;
int iVar3;
byte bVar4;
int iVar5;
if (0 < param_3) {
iVar5 = 0;
do {
iVar3 = RandomInt(0,param_2 + -1);
bVar2 = RandomInt(0,7);
bVar1 = param_1[iVar3];
bVar4 = bVar1 | bVar2;
if ((bVar1 & bVar2) != 0) {
bVar4 = ~bVar2 & bVar1;
}
iVar5 = iVar5 + 1;
param_1[iVar3] = bVar4;
} while (iVar5 != param_3);
}
return;
}
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.