L L4D2node

CLZSS::BuildHash

0x00254400 · 120 bytes · __thiscall

_ZN5CLZSS9BuildHashEPh

Decompiled

undefined (2 params)

/* CLZSS::BuildHash(unsigned char*) */

void __thiscall CLZSS::BuildHash(CLZSS *this,uchar *param_1)

{
  undefined4 *puVar1;
  int *piVar2;
  byte bVar3;
  int iVar4;
  undefined4 *puVar5;
  
  puVar5 = (undefined4 *)((*(int *)(this + 8) - 1U & (uint)param_1) * 0x10 + *(int *)(this + 4));
  if ((byte *)*puVar5 != (byte *)0x0) {
    puVar1 = (undefined4 *)(*(int *)this + (uint)*(byte *)*puVar5 * 8);
    if (puVar5[1] == 0) {
      puVar1[1] = 0;
      *puVar1 = 0;
    }
    else {
      puVar1[1] = puVar5[1];
      *(undefined4 *)(puVar5[1] + 8) = 0;
    }
  }
  bVar3 = *param_1;
  iVar4 = *(int *)this;
  *puVar5 = param_1;
  puVar5[1] = 0;
  piVar2 = (int *)(iVar4 + (uint)bVar3 * 8);
  puVar5[2] = *piVar2;
  if (*piVar2 != 0) {
    *(undefined4 **)(*piVar2 + 4) = puVar5;
    *piVar2 = (int)puVar5;
    return;
  }
  piVar2[1] = (int)puVar5;
  *piVar2 = (int)puVar5;
  return;
}

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)