Hash8
0x0024b090 · 123 bytes · __cdecl
_Z5Hash8PKv
Decompiled
undefined (1 param)
/* Hash8(void const*) */
uint Hash8(void *param_1)
{
uint uVar1;
uint uVar2;
uint uVar3;
uVar1 = *(uint *)param_1;
uVar3 = uVar1 >> 8 & 0xff;
uVar2 = *(uint *)((int)param_1 + 4);
return *(uint *)(g_nRandomValues +
(uVar2 >> 8 & 0xff ^
*(uint *)(g_nRandomValues +
(uVar2 >> 0x10 & 0xff ^
*(uint *)(g_nRandomValues +
(uVar2 >> 0x18 ^
*(uint *)(g_nRandomValues +
(uVar1 & 0xff ^
*(uint *)(g_nRandomValues +
(uVar3 ^ *(uint *)(g_nRandomValues +
(uVar1 >> 0x10 & 0xff ^
*(uint *)(g_nRandomValues +
(uVar1 >> 0x18 ^
*(uint *)(
g_nRandomValues + uVar3 * 4)) * 4)) * 4)) * 4)) *
4)) * 4)) * 4)) * 4) << 8 |
*(uint *)(g_nRandomValues +
(uVar2 & 0xff ^
*(uint *)(g_nRandomValues +
(uVar2 >> 8 & 0xff ^
*(uint *)(g_nRandomValues +
(uVar2 >> 0x10 & 0xff ^
*(uint *)(g_nRandomValues +
(uVar2 >> 0x18 ^
*(uint *)(g_nRandomValues +
(uVar1 & 0xff ^
*(uint *)(g_nRandomValues +
(uVar3 ^ *(uint *)(g_nRandomValues +
(uVar1 >> 0x10 &
0xff ^ *(uint *)(
g_nRandomValues +
(uVar1 >> 0x18 ^
*(uint *)(g_nRandomValues + uVar3 * 4)) * 4)) * 4)
) * 4)) * 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.