L L4D2node

SendTable_CRCTable

0x00156040 · 437 bytes · __cdecl

_Z18SendTable_CRCTableRmP9SendTable

Decompiled

undefined (2 params)

/* SendTable_CRCTable(unsigned long&, SendTable*) */

ulong SendTable_CRCTable(ulong *param_1,SendTable *param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int local_40;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20 [4];
  
  iVar1 = _V_strlen(*(char **)(param_2 + 8));
  CRC32_ProcessBuffer(param_1,*(void **)(param_2 + 8),iVar1);
  local_34 = *(undefined4 *)(param_2 + 4);
  CRC32_ProcessBuffer(param_1,&local_34,4);
  if (0 < *(int *)(param_2 + 4)) {
    local_40 = 0;
    iVar1 = 0;
    do {
      iVar3 = *(int *)param_2 + iVar1;
      local_30 = *(undefined4 *)(iVar3 + 8);
      CRC32_ProcessBuffer(param_1,&local_30,4);
      iVar2 = _V_strlen(*(char **)(iVar3 + 0x30));
      CRC32_ProcessBuffer(param_1,*(void **)(iVar3 + 0x30),iVar2);
      local_2c = *(undefined4 *)(iVar3 + 0x3c);
      CRC32_ProcessBuffer(param_1,&local_2c,4);
      if (*(int *)(iVar3 + 8) == 6) {
        iVar2 = _V_strlen(*(char **)(*(int *)(iVar3 + 0x48) + 8));
        CRC32_ProcessBuffer(param_1,*(void **)(*(int *)(iVar3 + 0x48) + 8),iVar2);
      }
      else if ((*(byte *)(iVar3 + 0x3c) & 0x40) == 0) {
        if (*(int *)(iVar3 + 8) == 5) {
          local_20[0] = *(undefined4 *)(iVar3 + 0x20);
        }
        else {
          local_28 = *(undefined4 *)(iVar3 + 0x10);
          CRC32_ProcessBuffer(param_1,&local_28,4);
          local_24 = *(undefined4 *)(iVar3 + 0x14);
          CRC32_ProcessBuffer(param_1,&local_24,4);
          local_20[0] = *(undefined4 *)(iVar3 + 0xc);
        }
        CRC32_ProcessBuffer(param_1,local_20,4);
      }
      else {
        iVar2 = _V_strlen(*(char **)(iVar3 + 0x28));
        CRC32_ProcessBuffer(param_1,*(void **)(iVar3 + 0x28),iVar2);
      }
      local_40 = local_40 + 1;
      iVar1 = iVar1 + 0x54;
    } while (local_40 < *(int *)(param_2 + 4));
  }
  return *param_1;
}

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)