L L4D2node

Hash4

0x0024b040 · 71 bytes · __cdecl

_Z5Hash4PKv

Decompiled

undefined (1 param)

/* Hash4(void const*) */

uint Hash4(void *param_1)

{
  uint uVar1;
  uint uVar2;
  
  uVar1 = *(uint *)param_1;
  uVar2 = uVar1 >> 8 & 0xff;
  return *(uint *)(g_nRandomValues +
                  (uVar2 ^ *(uint *)(g_nRandomValues +
                                    (uVar1 >> 0x10 & 0xff ^
                                    *(uint *)(g_nRandomValues +
                                             (uVar1 >> 0x18 ^ *(uint *)(g_nRandomValues + uVar2 * 4)
                                             ) * 4)) * 4)) * 4) << 8 |
         *(uint *)(g_nRandomValues +
                  (uVar1 & 0xff ^
                  *(uint *)(g_nRandomValues +
                           (uVar2 ^ *(uint *)(g_nRandomValues +
                                             (uVar1 >> 0x10 & 0xff ^
                                             *(uint *)(g_nRandomValues +
                                                      (uVar1 >> 0x18 ^
                                                      *(uint *)(g_nRandomValues + uVar2 * 4)) * 4))
                                             * 4)) * 4)) * 4);
}

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)