L L4D2node

HashBlock

0x0024b2a0 · 92 bytes · __cdecl

_Z9HashBlockPKvj

Decompiled

undefined (2 params)

/* HashBlock(void const*, unsigned int) */

uint HashBlock(void *param_1,uint param_2)

{
  uint uVar1;
  uint uVar2;
  
  if (param_2 == 0) {
    uVar1 = 0;
  }
  else {
    uVar2 = *(uint *)(g_nRandomValues + (uint)*(byte *)param_1 * 4);
    uVar1 = uVar2 << 8;
    if (param_2 != 1) {
      do {
        uVar1 = *(byte *)((int)param_1 + 1) ^ uVar2;
        param_2 = param_2 - 2;
        if (param_2 == 0) break;
        uVar2 = *(uint *)(g_nRandomValues +
                         ((uint)*(byte *)((int)param_1 + 2) ^ *(uint *)(g_nRandomValues + uVar1 * 4)
                         ) * 4);
        param_1 = (byte *)((int)param_1 + 2);
      } while (param_2 != 1);
      uVar1 = uVar2 << 8 | *(uint *)(g_nRandomValues + uVar1 * 4);
    }
  }
  return uVar1;
}

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)