L L4D2node

RandMem

0x00091a60 · 232 bytes · __cdecl

_Z7RandMemPvi

Decompiled

undefined (2 params)

/* RandMem(void*, int) */

void RandMem(void *param_1,int param_2)

{
  uint *puVar1;
  uint uVar2;
  uint *puVar3;
  
  if (3 < param_2) {
    uVar2 = param_2 - 4U >> 2;
    puVar1 = (uint *)((int)param_1 + uVar2 * 4 + 4);
    do {
      puVar3 = (uint *)((int)param_1 + 4);
      g_iunRandMask = g_iunRandMask + 1;
      g_unRandCur = g_unRandCur + 0x25fe6761;
      *(uint *)param_1 = g_unRandCur ^ *(uint *)(k_rgunMask + (g_iunRandMask % 0x11) * 4);
      param_1 = puVar3;
    } while (puVar3 != puVar1);
    param_2 = (param_2 - 4U) + uVar2 * -4;
    param_1 = puVar1;
  }
  puVar1 = (uint *)((int)param_1 + param_2);
  if (0 < param_2) {
    do {
      puVar3 = (uint *)((int)param_1 + 1);
      g_iunRandMask = g_iunRandMask + 1;
      g_unRandCur = g_unRandCur + 0x25fe6761;
      *(byte *)param_1 =
           (byte)*(undefined4 *)(k_rgunMask + (g_iunRandMask % 0x11) * 4) ^ (byte)g_unRandCur;
      param_1 = puVar3;
    } while (puVar3 != puVar1);
  }
  return;
}

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)