HashInt
0x0024aff0 · 69 bytes · __cdecl
_Z7HashInti
Decompiled
undefined (1 param)
/* HashInt(int) */
uint HashInt(int param_1)
{
uint uVar1;
uVar1 = (uint)param_1 >> 8 & 0xff;
return *(uint *)(g_nRandomValues +
(uVar1 ^ *(uint *)(g_nRandomValues +
((uint)param_1 >> 0x10 & 0xff ^
*(uint *)(g_nRandomValues +
((uint)param_1 >> 0x18 ^
*(uint *)(g_nRandomValues + uVar1 * 4)) * 4)) * 4)) * 4
) << 8 |
*(uint *)(g_nRandomValues +
(param_1 & 0xffU ^
*(uint *)(g_nRandomValues +
(uVar1 ^ *(uint *)(g_nRandomValues +
((uint)param_1 >> 0x10 & 0xff ^
*(uint *)(g_nRandomValues +
((uint)param_1 >> 0x18 ^
*(uint *)(g_nRandomValues + uVar1 * 4)) * 4))
* 4)) * 4)) * 4);
}
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.