CXboxSystem::NetRandom
0x002400c0 · 71 bytes · __thiscall
_ZN11CXboxSystem9NetRandomEPhj
Decompiled
undefined (3 params)
/* CXboxSystem::NetRandom(unsigned char*, unsigned int) */
undefined4 __thiscall CXboxSystem::NetRandom(CXboxSystem *this,uchar *param_1,uint param_2)
{
uchar uVar1;
uchar *puVar2;
uchar *puVar3;
if ((param_1 != (uchar *)0x0) && (puVar3 = param_1 + param_2, param_1 < puVar3)) {
do {
puVar2 = param_1 + 1;
uVar1 = RandomInt(0,0xff);
*param_1 = uVar1;
param_1 = puVar2;
} while (puVar2 != puVar3);
}
return 0;
}
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.