L L4D2node

CaptionLookup_t::SetHash

0x004b60d0 · 152 bytes · __thiscall

_ZN15CaptionLookup_t7SetHashEPKc

Decompiled

undefined (2 params)

/* CaptionLookup_t::SetHash(char const*) */

void __thiscall CaptionLookup_t::SetHash(CaptionLookup_t *this,char *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int in_GS_OFFSET;
  int iStackY_40;
  CaptionLookup_t *local_30 [3];
  undefined4 local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_30[0] = this;
  iStackY_40 = 0x4b60f5;
  iVar3 = _V_strlen(param_1);
  iVar2 = -((iVar3 + 0x10U & 0xfffffff0) + 0x10);
  iVar1 = (int)local_30 + iVar2;
  *(char **)(&stack0xffffffc8 + iVar2) = param_1;
  *(int *)(&stack0xffffffcc + iVar2) = iVar3 + 1;
  *(int *)(&stack0xffffffc4 + iVar2) = iVar1;
  *(undefined4 *)((int)&iStackY_40 + iVar2) = 0x4b611f;
  V_strncpy(*(char **)(&stack0xffffffc4 + iVar2),*(char **)(&stack0xffffffc8 + iVar2),
            *(int *)(&stack0xffffffcc + iVar2));
  *(int *)(&stack0xffffffc4 + iVar2) = iVar1;
  *(undefined4 *)((int)&iStackY_40 + iVar2) = 0x4b6127;
  _V_strlower(*(char **)(&stack0xffffffc4 + iVar2));
  *(undefined4 **)(&stack0xffffffc4 + iVar2) = &local_24;
  *(undefined4 *)((int)&iStackY_40 + iVar2) = 0x4b612f;
  CRC32_Init(*(ulong **)(&stack0xffffffc4 + iVar2));
  *(int *)(&stack0xffffffcc + iVar2) = iVar3;
  *(int *)(&stack0xffffffc8 + iVar2) = iVar1;
  *(undefined4 **)(&stack0xffffffc4 + iVar2) = &local_24;
  *(undefined4 *)((int)&iStackY_40 + iVar2) = 0x4b613f;
  CRC32_ProcessBuffer(*(ulong **)(&stack0xffffffc4 + iVar2),*(void **)(&stack0xffffffc8 + iVar2),
                      *(int *)(&stack0xffffffcc + iVar2));
  *(undefined4 **)(&stack0xffffffc4 + iVar2) = &local_24;
  *(undefined4 *)((int)&iStackY_40 + iVar2) = 0x4b6147;
  CRC32_Final(*(ulong **)(&stack0xffffffc4 + iVar2));
  *(undefined4 *)local_30[0] = local_24;
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  *(undefined **)((int)&iStackY_40 + iVar2) = &UNK_004b6168;
  __stack_chk_fail();
}

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)