L L4D2node

Hash8

0x00b6c0d0 · 123 bytes · __cdecl

_Z5Hash8PKv

Decompiled

undefined (1 param)

/* Hash8(void const*) */

uint Hash8(void *param_1)

{
  uint uVar1;
  uint uVar2;
  uint uVar3;
  
  uVar1 = *(uint *)param_1;
  uVar3 = uVar1 >> 8 & 0xff;
  uVar2 = *(uint *)((int)param_1 + 4);
  return *(uint *)(g_nRandomValues +
                  (uVar2 >> 8 & 0xff ^
                  *(uint *)(g_nRandomValues +
                           (uVar2 >> 0x10 & 0xff ^
                           *(uint *)(g_nRandomValues +
                                    (uVar2 >> 0x18 ^
                                    *(uint *)(g_nRandomValues +
                                             (uVar1 & 0xff ^
                                             *(uint *)(g_nRandomValues +
                                                      (uVar3 ^ *(uint *)(g_nRandomValues +
                                                                        (uVar1 >> 0x10 & 0xff ^
                                                                        *(uint *)(g_nRandomValues +
                                                                                 (uVar1 >> 0x18 ^
                                                                                 *(uint *)(
                                                  g_nRandomValues + uVar3 * 4)) * 4)) * 4)) * 4)) *
                                             4)) * 4)) * 4)) * 4) << 8 |
         *(uint *)(g_nRandomValues +
                  (uVar2 & 0xff ^
                  *(uint *)(g_nRandomValues +
                           (uVar2 >> 8 & 0xff ^
                           *(uint *)(g_nRandomValues +
                                    (uVar2 >> 0x10 & 0xff ^
                                    *(uint *)(g_nRandomValues +
                                             (uVar2 >> 0x18 ^
                                             *(uint *)(g_nRandomValues +
                                                      (uVar1 & 0xff ^
                                                      *(uint *)(g_nRandomValues +
                                                               (uVar3 ^ *(uint *)(g_nRandomValues +
                                                                                 (uVar1 >> 0x10 &
                                                                                  0xff ^ *(uint *)(
                                                  g_nRandomValues +
                                                  (uVar1 >> 0x18 ^
                                                  *(uint *)(g_nRandomValues + uVar3 * 4)) * 4)) * 4)
                                                  ) * 4)) * 4)) * 4)) * 4)) * 4)) * 4);
}

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)