L L4D2node

HashInt

0x00053670 · 69 bytes · __cdecl

_Z7HashInti

Decompiled

undefined (1 param)

/* HashInt(int) */

uint HashInt(int param_1)

{
  uint uVar1;
  
  uVar1 = (uint)param_1 >> 8 & 0xff;
  return *(uint *)(g_nRandomValues +
                  (uVar1 ^ *(uint *)(g_nRandomValues +
                                    ((uint)param_1 >> 0x10 & 0xff ^
                                    *(uint *)(g_nRandomValues +
                                             ((uint)param_1 >> 0x18 ^
                                             *(uint *)(g_nRandomValues + uVar1 * 4)) * 4)) * 4)) * 4
                  ) << 8 |
         *(uint *)(g_nRandomValues +
                  (param_1 & 0xffU ^
                  *(uint *)(g_nRandomValues +
                           (uVar1 ^ *(uint *)(g_nRandomValues +
                                             ((uint)param_1 >> 0x10 & 0xff ^
                                             *(uint *)(g_nRandomValues +
                                                      ((uint)param_1 >> 0x18 ^
                                                      *(uint *)(g_nRandomValues + uVar1 * 4)) * 4))
                                             * 4)) * 4)) * 4);
}

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)