QueryCacheKey_t::ComputeHashIndex
0x0049cf40 · 67 bytes · __thiscall
_ZN15QueryCacheKey_t16ComputeHashIndexEv
Decompiled
undefined (1 param)
/* WARNING: Type propagation algorithm not settling */
/* QueryCacheKey_t::ComputeHashIndex() */
void __thiscall QueryCacheKey_t::ComputeHashIndex(QueryCacheKey_t *this)
{
int iVar1;
int iVar2;
QueryCacheKey_t *pQVar3;
pQVar3 = *(QueryCacheKey_t **)this;
if (0 < *(int *)(this + 4)) {
iVar2 = 0;
do {
iVar1 = iVar2 * 4;
iVar2 = iVar2 + 1;
pQVar3 = pQVar3 + (int)(this + *(int *)(this + iVar1 + 0x2c) + 0x38);
} while (iVar2 != *(int *)(this + 4));
}
*(uint *)(this + 0x48) = (uint)(pQVar3 + *(int *)(this + 0x44) + *(int *)(this + 0x54)) & 0x7ff;
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.