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 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.