L L4D2node

GetSIMDRandContext

0x0027bb10 · 76 bytes · unknown

_Z18GetSIMDRandContextv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetSIMDRandContext() */

uint GetSIMDRandContext(void)

{
  uint uVar1;
  bool bVar2;
  
  uVar1 = 0;
  do {
    if (0x1f < uVar1) {
      ThreadSleep(0);
      uVar1 = 0;
    }
    if ((&s_nRandContextsInUse)[uVar1] == 0) {
      LOCK();
      bVar2 = (&s_nRandContextsInUse)[uVar1] == 0;
      if (bVar2) {
        (&s_nRandContextsInUse)[uVar1] = 1;
      }
      UNLOCK();
      if (bVar2) {
        return uVar1;
      }
    }
    uVar1 = uVar1 + 1;
  } while( true );
}

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)