L L4D2node

CCountedStringPool::Hash

0x00267530 · 31 bytes · __thiscall

_ZN18CCountedStringPool4HashEPKc

Decompiled

undefined (2 params)

/* CCountedStringPool::Hash(char const*) */

void __thiscall CCountedStringPool::Hash(CCountedStringPool *this,char *param_1)

{
  if (*(int *)(this + 0x30) != 0) {
    HashString(param_1);
    return;
  }
  HashStringCaseless(param_1);
  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)