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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.