GCSDK::CColumnInfo::CalculateChecksum
0x000931f0 · 197 bytes · __thiscall
_ZN5GCSDK11CColumnInfo17CalculateChecksumEv
Decompiled
undefined (1 param)
/* GCSDK::CColumnInfo::CalculateChecksum() */
void __thiscall GCSDK::CColumnInfo::CalculateChecksum(CColumnInfo *this)
{
int iVar1;
ulong local_10;
if (this[0x9c] != (CColumnInfo)0x0) {
return;
}
CRC32_Init(&local_10);
iVar1 = _V_strlen((char *)this);
CRC32_ProcessBuffer(&local_10,this,iVar1);
CRC32_ProcessBuffer(&local_10,this + 0x88,4);
CRC32_ProcessBuffer(&local_10,this + 0x84,4);
CRC32_ProcessBuffer(&local_10,this + 0x90,4);
CRC32_ProcessBuffer(&local_10,this + 0x94,4);
CRC32_Final(&local_10);
this[0x9c] = (CColumnInfo)0x1;
*(ulong *)(this + 0x98) = local_10;
return;
}
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.