GetSIMDRandContext
0x000aa700 · 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 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.