L L4D2node

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 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)