L L4D2node

HashString

0x00053560 · 87 bytes · __cdecl

_Z10HashStringPKc

Decompiled

undefined (1 param)

/* HashString(char const*) */

uint HashString(char *param_1)

{
  uint uVar1;
  uint uVar2;
  uint uVar3;
  
  if ((byte)*param_1 == 0) {
    uVar1 = 0;
  }
  else {
    uVar2 = (uint)(byte)param_1[1];
    uVar1 = *(uint *)(g_nRandomValues + (uint)(byte)*param_1 * 4);
    if (uVar2 == 0) {
      uVar1 = uVar1 << 8;
    }
    else {
      do {
        uVar3 = uVar2 ^ uVar1;
        uVar2 = (uint)(byte)param_1[2];
        if (uVar2 == 0) break;
        uVar1 = *(uint *)(g_nRandomValues + (uVar2 ^ *(uint *)(g_nRandomValues + uVar3 * 4)) * 4);
        uVar2 = (uint)(byte)param_1[3];
        param_1 = param_1 + 2;
      } while (uVar2 != 0);
      uVar1 = uVar1 << 8 | *(uint *)(g_nRandomValues + uVar3 * 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)