L L4D2node

InitRandomOrder

0x006d9f40 · 158 bytes · __regparm3

_ZL15InitRandomOrderi

Decompiled

undefined (1 param)

/* InitRandomOrder(int) */

void __regparm3 InitRandomOrder(int param_1)

{
  undefined4 uVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar5 = 0x100;
  if (param_1 < 0x101) {
    iVar5 = param_1;
  }
  if (0 < iVar5) {
    iVar2 = 0;
    do {
      (&s_RndOrder)[iVar2] = iVar2;
      iVar2 = iVar2 + 1;
    } while (iVar2 != iVar5);
  }
  iVar2 = 0;
  if (0 < iVar5 / 2) {
    do {
      iVar2 = iVar2 + 1;
      iVar3 = RandomInt(0,iVar5 + -1);
      iVar4 = RandomInt(0,iVar5 + -1);
      uVar1 = (&s_RndOrder)[iVar3];
      (&s_RndOrder)[iVar3] = (&s_RndOrder)[iVar4];
      (&s_RndOrder)[iVar4] = uVar1;
    } while (iVar2 != iVar5 / 2);
  }
  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)