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 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.