L L4D2node

ResponseRulePartition::GetBucketForSpeakerAndConcept

0x005b5ed0 · 87 bytes · __thiscall

_ZN21ResponseRulePartition29GetBucketForSpeakerAndConceptEPKcS1_S1_

Decompiled

undefined (4 params)

/* ResponseRulePartition::GetBucketForSpeakerAndConcept(char const*, char const*, char const*) */

uint __thiscall
ResponseRulePartition::GetBucketForSpeakerAndConcept
          (ResponseRulePartition *this,char *param_1,char *param_2,char *param_3)

{
  uint uVar1;
  uint uVar2;
  uint uVar3;
  
  uVar2 = 0;
  if (param_1 != (char *)0x0) {
    uVar2 = HashStringCaseless(param_1);
    uVar2 = uVar2 >> 1;
  }
  uVar3 = 0;
  if (param_2 != (char *)0x0) {
    uVar3 = HashStringCaseless(param_2);
  }
  uVar1 = 0;
  if (param_3 != (char *)0x0) {
    uVar1 = HashStringCaseless(param_3);
    uVar1 = uVar1 >> 3;
  }
  return (uVar2 ^ uVar3 ^ uVar1) & 0xff;
}

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)