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 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.