L L4D2node

GCSDK::CSchema::CalcChecksum

0x0008d660 · 110 bytes · __thiscall

_ZN5GCSDK7CSchema12CalcChecksumEv

Decompiled

undefined (1 param)

/* GCSDK::CSchema::CalcChecksum() */

ulong __thiscall GCSDK::CSchema::CalcChecksum(CSchema *this)

{
  void *pvVar1;
  int iVar2;
  int iVar3;
  ulong local_20 [4];
  
  iVar3 = 0;
  iVar2 = 0;
  CRC32_Init(local_20);
  if (0 < *(int *)(this + 0x94)) {
    do {
      iVar2 = iVar2 + 1;
      pvVar1 = (void *)(*(int *)(this + 0x88) + iVar3);
      iVar3 = iVar3 + 0x118;
      CRC32_ProcessBuffer(local_20,pvVar1,0x118);
    } while (iVar2 < *(int *)(this + 0x94));
  }
  CRC32_Final(local_20);
  return local_20[0];
}

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)