HashBlock
0x00053920 · 92 bytes · __cdecl
_Z9HashBlockPKvj
Decompiled
undefined (2 params)
/* HashBlock(void const*, unsigned int) */
uint HashBlock(void *param_1,uint param_2)
{
uint uVar1;
uint uVar2;
if (param_2 == 0) {
uVar1 = 0;
}
else {
uVar2 = *(uint *)(g_nRandomValues + (uint)*(byte *)param_1 * 4);
uVar1 = uVar2 << 8;
if (param_2 != 1) {
do {
uVar1 = *(byte *)((int)param_1 + 1) ^ uVar2;
param_2 = param_2 - 2;
if (param_2 == 0) break;
uVar2 = *(uint *)(g_nRandomValues +
((uint)*(byte *)((int)param_1 + 2) ^ *(uint *)(g_nRandomValues + uVar1 * 4)
) * 4);
param_1 = (byte *)((int)param_1 + 2);
} while (param_2 != 1);
uVar1 = uVar2 << 8 | *(uint *)(g_nRandomValues + uVar1 * 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.