L L4D2node

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 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)