PrepSDKCall_SetSignature is fine for testing plugins or personal private plugins (why you would do that I don't know), but if you're going to release something you shouldn't hardcode and instead use the gamedata file. It's there to prevent people having to re-compile plugins when simply the signature breaks.
Also not being able to determine Windows/Linux and blinding searching for those bytes is bad, with shorter signatures you could find something on Linux using Windows sig.
One legitimate usage would be providing a way to search for signatures like I did with
sm_sig plugin.
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