ShuffleMusicNoDuplicates
0x008b1e40 · 88 bytes · __regparm3
_ZL24ShuffleMusicNoDuplicatesP10CUtlVectorIPc10CUtlMemoryIS0_iEE
Decompiled
undefined (1 param)
/* ShuffleMusicNoDuplicates(CUtlVector<char*, CUtlMemory<char*, int> >*) */
void __regparm3 ShuffleMusicNoDuplicates(CUtlVector *param_1)
{
undefined4 *puVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
iVar2 = *(int *)(param_1 + 0xc);
if (2 < iVar2) {
iVar5 = 0;
do {
iVar4 = RandomInt(iVar5,iVar2 + -1);
puVar1 = (undefined4 *)(*(int *)param_1 + iVar5 * 4);
iVar5 = iVar5 + 1;
uVar3 = *puVar1;
*puVar1 = *(undefined4 *)(*(int *)param_1 + iVar4 * 4);
*(undefined4 *)(*(int *)param_1 + iVar4 * 4) = uVar3;
} while (iVar5 != iVar2 + -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.