L L4D2node

HashStringCaseless

0x00b6bf80 · 85 bytes · __cdecl

_Z18HashStringCaselessPKc

Decompiled

undefined (1 param)

/* HashStringCaseless(char const*) */

uint HashStringCaseless(char *param_1)

{
  uint uVar1;
  uint uVar2;
  uint uVar3;
  
  uVar3 = 0;
  uVar2 = 0;
  while( true ) {
    uVar1 = toupper((uint)(byte)*param_1);
    if (uVar1 == 0) break;
    uVar3 = *(uint *)(g_nRandomValues + (uVar1 ^ uVar2) * 4);
    uVar1 = toupper((uint)(byte)param_1[1]);
    if (uVar1 == 0) break;
    uVar2 = *(uint *)(g_nRandomValues + (uVar1 ^ uVar3) * 4);
    param_1 = param_1 + 2;
  }
  return uVar3 << 8 | uVar2;
}

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)