L L4D2node

CPhonemeTag::ComputeDataCheckSum

0x000db370 · 165 bytes · __thiscall

_ZN11CPhonemeTag19ComputeDataCheckSumEv

Decompiled

undefined (1 param)

/* CPhonemeTag::ComputeDataCheckSum() */

ulong __thiscall CPhonemeTag::ComputeDataCheckSum(CPhonemeTag *this)

{
  int iVar1;
  ulong local_1c;
  uint local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  CRC32_Init(&local_1c);
  iVar1 = _V_strlen(*(char **)(this + 0x14));
  CRC32_ProcessBuffer(&local_1c,*(void **)(this + 0x14),iVar1);
  local_18 = (uint)*(ushort *)(this + 8);
  CRC32_ProcessBuffer(&local_1c,&local_18,4);
  local_14 = *(undefined4 *)this;
  local_10 = *(undefined4 *)(this + 4);
  CRC32_ProcessBuffer(&local_1c,&local_14,4);
  CRC32_ProcessBuffer(&local_1c,&local_10,4);
  CRC32_Final(&local_1c);
  return local_1c;
}

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)