L L4D2node

CSentence::ComputeDataCheckSum

0x000ddd20 · 233 bytes · __thiscall

_ZN9CSentence19ComputeDataCheckSumEv

Decompiled

undefined (1 param)

/* CSentence::ComputeDataCheckSum() */

ulong __thiscall CSentence::ComputeDataCheckSum(CSentence *this)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  undefined1 *puVar4;
  int iVar5;
  int iVar6;
  ulong local_24;
  undefined4 local_20 [4];
  
  CRC32_Init(&local_24);
  pcVar1 = *(char **)this;
  if (pcVar1 == (char *)0x0) {
    pcVar1 = "";
  }
  iVar2 = _V_strlen(pcVar1);
  puVar4 = &DAT_002c79d4;
  if (*(undefined1 **)this != (undefined1 *)0x0) {
    puVar4 = *(undefined1 **)this;
  }
  iVar5 = 0;
  CRC32_ProcessBuffer(&local_24,puVar4,iVar2);
  iVar2 = *(int *)(this + 0x10);
  if (0 < iVar2) {
    do {
      iVar6 = iVar5 * 4;
      iVar5 = iVar5 + 1;
      local_20[0] = CWordTag::ComputeDataCheckSum(*(CWordTag **)(*(int *)(this + 4) + iVar6));
      CRC32_ProcessBuffer(&local_24,local_20,4);
    } while (iVar5 != iVar2);
  }
  iVar2 = *(int *)(this + 0x3c);
  iVar6 = 0;
  iVar5 = 0;
  if (0 < iVar2) {
    do {
      CRC32_ProcessBuffer(&local_24,(void *)(*(int *)(this + 0x30) + iVar6),4);
      iVar3 = *(int *)(this + 0x30) + iVar6;
      iVar6 = iVar6 + 0xc;
      CRC32_ProcessBuffer(&local_24,(void *)(iVar3 + 4),4);
      iVar5 = iVar5 + 1;
    } while (iVar5 != iVar2);
  }
  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)