L L4D2node

UniqueIdFromString

0x00bdd310 · 431 bytes · __cdecl

_Z18UniqueIdFromStringP10UniqueId_tPKci

Decompiled

undefined (3 params)

/* UniqueIdFromString(UniqueId_t*, char const*, int) */

undefined4 UniqueIdFromString(UniqueId_t *param_1,char *param_2,int param_3)

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  uint uVar4;
  char *pcVar5;
  char *pcVar6;
  int in_GS_OFFSET;
  int iStackY_50;
  char acStack_41 [9];
  char *local_38;
  char *local_34;
  char *local_30;
  undefined1 local_24 [4];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_34 = param_2;
  if (param_3 == 0) {
    iStackY_50 = 0xbdd4bb;
    param_3 = _V_strlen(param_2);
  }
  pcVar3 = local_34;
  local_30 = (char *)param_3;
  iVar2 = -(((uint)(param_3 + 0x10) & 0xfffffff0) + 0x10);
  pcVar5 = acStack_41 + iVar2 + 1;
  *(char **)(&stack0xffffffbc + iVar2) = (char *)(param_3 + 1);
  *(char **)(&stack0xffffffb8 + iVar2) = pcVar3;
  *(char **)(&stack0xffffffb4 + iVar2) = pcVar5;
  local_38 = pcVar5;
  *(undefined4 *)((int)&iStackY_50 + iVar2) = 0xbdd367;
  V_strncpy(*(char **)(&stack0xffffffb4 + iVar2),*(char **)(&stack0xffffffb8 + iVar2),
            *(int *)(&stack0xffffffbc + iVar2));
  pcVar6 = local_30 + -1;
  pcVar3 = pcVar6;
  if (((-1 < (int)pcVar6) && ((int)local_30[(int)(acStack_41 + iVar2)] - 9U < 0x18)) &&
     ((1 << ((byte)((int)local_30[(int)(acStack_41 + iVar2)] - 9U) & 0x1f) & 0x80001fU) != 0)) {
    local_30 = local_38;
    while (pcVar6 = pcVar6 + -1, pcVar6 != &DAT_ffffffff) {
      pcVar3 = pcVar6;
      if ((0x17 < (int)pcVar5[(int)pcVar6] - 9U) ||
         ((1 << ((byte)((int)pcVar5[(int)pcVar6] - 9U) & 0x1f) & 0x80001fU) == 0))
      goto LAB_00bdd390;
    }
    pcVar3 = &DAT_ffffffff;
  }
LAB_00bdd390:
  pcVar3[(int)(acStack_41 + iVar2 + 2)] = '\0';
  if ((*pcVar5 != '\0') &&
     ((uVar4 = (int)*pcVar5 - 9, uVar4 < 0x18 &&
      (pcVar5 = local_38, (1 << ((byte)uVar4 & 0x1f) & 0x80001fU) != 0)))) {
    while( true ) {
      cVar1 = pcVar5[1];
      if (cVar1 == '\0') break;
      uVar4 = (int)cVar1 - 9;
      if ((0x17 < uVar4) || (pcVar5 = pcVar5 + 1, (1 << ((byte)uVar4 & 0x1f) & 0x80001fU) == 0))
      break;
    }
  }
  *(undefined4 *)(&stack0xffffffbc + iVar2) = 0x10;
  *(undefined4 *)(&stack0xffffffb8 + iVar2) = 0;
  *(UniqueId_t **)(&stack0xffffffb4 + iVar2) = param_1;
  *(undefined4 *)((int)&iStackY_50 + iVar2) = 0xbdd3f8;
  _V_memset(*(void **)(&stack0xffffffb4 + iVar2),*(int *)(&stack0xffffffb8 + iVar2),
            *(int *)(&stack0xffffffbc + iVar2));
  if (0 < (int)pcVar6) {
    *(undefined1 **)(&stack0xffffffb4 + iVar2) = local_24;
    *(undefined4 *)((int)&iStackY_50 + iVar2) = 0xbdd407;
    CRC32_Init(*(ulong **)(&stack0xffffffb4 + iVar2));
    pcVar5 = local_34;
    *(char **)(&stack0xffffffbc + iVar2) = pcVar6;
    *(undefined1 **)(&stack0xffffffb4 + iVar2) = local_24;
    *(char **)(&stack0xffffffb8 + iVar2) = pcVar5;
    *(undefined4 *)((int)&iStackY_50 + iVar2) = 0xbdd41a;
    CRC32_ProcessBuffer(*(ulong **)(&stack0xffffffb4 + iVar2),*(void **)(&stack0xffffffb8 + iVar2),
                        *(int *)(&stack0xffffffbc + iVar2));
    *(undefined1 **)(&stack0xffffffb4 + iVar2) = local_24;
    *(undefined4 *)((int)&iStackY_50 + iVar2) = 0xbdd422;
    CRC32_Final(*(ulong **)(&stack0xffffffb4 + iVar2));
    *(undefined4 *)(&stack0xffffffbc + iVar2) = 4;
    *(undefined1 **)(&stack0xffffffb8 + iVar2) = local_24;
    *(UniqueId_t **)(&stack0xffffffb4 + iVar2) = param_1;
    *(undefined4 *)((int)&iStackY_50 + iVar2) = 0xbdd436;
    _V_memcpy(*(void **)(&stack0xffffffb4 + iVar2),*(void **)(&stack0xffffffb8 + iVar2),
              *(int *)(&stack0xffffffbc + iVar2));
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    *(undefined **)((int)&iStackY_50 + iVar2) = &UNK_00bdd4d2;
    __stack_chk_fail();
  }
  return 1;
}

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)