L L4D2node

CWordTag::ComputeDataCheckSum

0x000db420 · 182 bytes · __thiscall

_ZN8CWordTag19ComputeDataCheckSumEv

Decompiled

undefined (1 param)

/* CWordTag::ComputeDataCheckSum() */

ulong __thiscall CWordTag::ComputeDataCheckSum(CWordTag *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  ulong local_24;
  undefined4 local_20 [4];
  
  CRC32_Init(&local_24);
  if (*(char **)(this + 0x28) != (char *)0x0) {
    iVar2 = _V_strlen(*(char **)(this + 0x28));
    CRC32_ProcessBuffer(&local_24,*(void **)(this + 0x28),iVar2);
  }
  iVar2 = *(int *)(this + 0x14);
  iVar3 = 0;
  if (0 < iVar2) {
    do {
      iVar1 = iVar3 * 4;
      iVar3 = iVar3 + 1;
      local_20[0] = CPhonemeTag::ComputeDataCheckSum(*(CPhonemeTag **)(*(int *)(this + 8) + iVar1));
      CRC32_ProcessBuffer(&local_24,local_20,4);
    } while (iVar3 != iVar2);
  }
  CRC32_ProcessBuffer(&local_24,this,4);
  CRC32_ProcessBuffer(&local_24,this + 4,4);
  CRC32_Final(&local_24);
  return local_24;
}

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)