L L4D2node

CVersusRandom::PickStoredRandom

0x006ebe70 · 183 bytes · __thiscall

_ZN13CVersusRandom16PickStoredRandomER11inputdata_t

Decompiled

undefined (2 params)

/* CVersusRandom::PickStoredRandom(inputdata_t&) */

void __thiscall CVersusRandom::PickStoredRandom(CVersusRandom *this,inputdata_t *param_1)

{
  int iVar1;
  int iVar2;
  char *pcVar3;
  undefined1 *puVar4;
  
  if (*(int *)(this + 0x610) == 0) {
    pcVar3 = 
    "logic_versus_random entity %s being asked to pick random numbers in second round when none were picked first round!\n"
    ;
    puVar4 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
      puVar4 = *(undefined1 **)(this + 0x154);
    }
  }
  else {
    iVar1 = *(int *)(this + 0x618);
    if (iVar1 < *(int *)(this + 0x610)) {
      iVar2 = *(int *)(*(int *)(this + 0x604) + iVar1 * 4);
      *(int *)(this + 0x618) = iVar1 + 1;
      COutputEvent::FireOutput
                ((COutputEvent *)(this + iVar2 * 0x18 + 0x440),*(CBaseEntity **)param_1,
                 (CBaseEntity *)this,0.0);
      return;
    }
    pcVar3 = 
    "logic_versus_random entity %s being asked to pick more random numbers in second round than in the first round!\n"
    ;
    puVar4 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
      puVar4 = *(undefined1 **)(this + 0x154);
    }
  }
  DevWarning(pcVar3,puVar4);
  PickNewRandom(this,false,param_1);
  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)