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 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.