L L4D2node

SeedRandSIMD

0x000aa5e0 · 171 bytes · __cdecl

_Z12SeedRandSIMDj

Decompiled

undefined (1 param)

/* SeedRandSIMD(unsigned int) */

void SeedRandSIMD(uint param_1)

{
  int iVar1;
  uint uVar2;
  uint uVar3;
  undefined *puVar4;
  int iVar5;
  undefined *puVar6;
  uint local_18;
  
  puVar6 = &DAT_000d81f0;
  local_18 = param_1;
  do {
    *(undefined **)(puVar6 + 0x200) = puVar6;
    *(undefined **)(puVar6 + 0x204) = puVar6 + 0x1f0;
    puVar4 = puVar6 + -0x170;
    iVar5 = 0;
    uVar3 = local_18;
    do {
      iVar1 = 0;
      do {
        uVar2 = uVar3 >> 0x10;
        uVar3 = (uVar3 + 1) * -0x44bf19d3;
        *(float *)(puVar4 + iVar1 * 4) =
             ((float)(int)(uVar2 + 0x80000000) + 2.1474836e+09) * 1.5258789e-05;
        iVar1 = iVar1 + 1;
      } while (iVar1 != 4);
      iVar5 = iVar5 + 1;
      puVar4 = puVar4 + 0x10;
    } while (iVar5 != 0x37);
    puVar6 = puVar6 + 0x380;
    local_18 = local_18 + 1;
  } while (puVar6 != &DAT_000df1f0);
  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)