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 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.