L L4D2node

QueryCacheKey_t::_GLOBAL__sub_I_ComputeHashIndex

0x0037ea40 · 400 bytes · __cdecl

Decompiled

undefined (0 params)

/* QueryCacheKey_t::ComputeHashIndex() */

void QueryCacheKey_t::_GLOBAL__sub_I_ComputeHashIndex(void)

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  
  ::UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
  ::UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
  ::UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
  ::UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
  ::vec2_origin._0_4_ = 0;
  ::vec2_origin._4_4_ = 0;
  ::vec2_invalid._0_4_ = 0x7f7fffff;
  ::vec2_invalid._4_4_ = 0x7f7fffff;
  ::vec4_origin._0_4_ = 0;
  ::vec4_origin._4_4_ = 0;
  ::vec4_origin._8_4_ = 0;
  ::vec4_origin._12_4_ = 0;
  ::vec4_invalid._0_4_ = 0x7f7fffff;
  ::vec4_invalid._4_4_ = 0x7f7fffff;
  ::vec4_invalid._8_4_ = 0x7f7fffff;
  ::vec4_invalid._12_4_ = 0x7f7fffff;
  puVar2 = (undefined4 *)&DAT_00f81714;
  do {
    puVar1 = puVar2 + 0x1a;
    *puVar2 = 0xffffffff;
    puVar2[1] = 0xffffffff;
    puVar2[2] = 0xffffffff;
    puVar2 = puVar1;
  } while (puVar1 != &CParallelProcessor<QueryCacheUpdateRecord_t,CFuncJobItemProcessor<QueryCacheUpdateRecord_t>,1>
                      ::DoExecute()::tm_fmt);
  s_VictimList = 0;
  puVar2 = &s_HashChains;
  do {
    *puVar2 = 0;
    puVar2 = puVar2 + 1;
  } while (puVar2 != &s_VictimList);
  ConVar::ConVar((ConVar *)sv_disable_querycache,"sv_disable_querycache","0",0x6002,
                 "debug - disable trace query cache");
  __cxa_atexit(ConVar::~ConVar,sv_disable_querycache,&__dso_handle);
  ConCommand::ConCommand
            ((ConCommand *)sv_querycache_stats_command,"sv_querycache_stats",sv_querycache_stats,
             "Display status of the query cache (client only)",0,(int_____char_const__char *)0x0);
  __cxa_atexit(ConCommand::~ConCommand,sv_querycache_stats_command,&__dso_handle);
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)