L L4D2node

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 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)