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Ped hashes?



  • How are ped hashes generated? They're based on name, right? Like I want to know the hash for 'Rachel', for instace. Surprisingly, I found no tool for it.

    Mind you, I don't want to do this in-game (like with Developers Tools, that can't copy to clipboard). I just want to generate a hash list of all my addon peds.

    Thanks.



  • @meimeiriver There's a hash generator in OpenIV.



  • @LeeC2202 said in Ped hashes?:

    @meimeiriver There's a hash generator in OpenIV.

    LOL. That's rich! Can't believe I never saw that! It's doing precisely what it should do! Thanks a million! :)



  • If you want to know how these hashes are generated, take a look at this.



  • @Unknown-Modder I was going to say that's where the code I use came from but after comparing them, what I have is slightly different.

    Can't remember if I got it off GTAForums or StackOverflow.



  • @LeeC2202 Actually, GTA V does this slightly different. I was on my phone so I couldn't post this.
    Everything gets converted to lowercase and some characters get replaced, \ with / for example.
    GTA V uses a lookup table for this:

    unsigned int __fastcall GET_HASH_KEY(unsigned __int8 *string, unsigned int initialHash)
    {
      unsigned int v2; // er10@1
      unsigned int v3; // er8@1
      unsigned __int8 *v4; // r9@1
      unsigned __int8 *v5; // r9@3
      unsigned __int8 i; // al@3
      unsigned int v7; // er8@5
      int j; // eax@8
      __int64 v9; // rax@9
      unsigned int v10; // er8@9
      unsigned int v11; // edx@9
      unsigned int v12; // er8@12
      unsigned __int8 v13; // al@13
    
      v2 = 0;
      v3 = initialHash;
      v4 = string;
      if ( string )
      {
        if ( *string == 34 )
        {
          v5 = string + 1;
          for ( i = string[1]; *v5; i = *v5 )
          {
            if ( i == 34 )
              break;
            ++v5;
            v7 = 1025 * (g_charLookupTable[i] + v3);
            v3 = (v7 >> 6) ^ v7;
          }
        }
        else
        {
          if ( !((unsigned __int8)string & 3) )
          {
            for ( j = *(_DWORD *)string; !((j - 0x1010101) & 0x80808080); j = *(_DWORD *)v4 )
            {
              v9 = *v4;
              v4 += 4;
              v10 = 1025 * (g_charLookupTable[v9] + v3);
              v11 = 1025
                  * ((1025 * ((v10 ^ (v10 >> 6)) + g_charLookupTable[*(v4 - 3)]) ^ (1025
                                                                                  * ((v10 ^ (v10 >> 6))
                                                                                   + g_charLookupTable[*(v4 - 3)]) >> 6))
                   + g_charLookupTable[*(v4 - 2)]);
              v3 = (1025 * ((v11 ^ (v11 >> 6)) + g_charLookupTable[*(v4 - 1)]) >> 6) ^ 1025
                                                                                     * ((v11 ^ (v11 >> 6))
                                                                                      + g_charLookupTable[*(v4 - 1)]);
            }
          }
          while ( 1 )
          {
            v13 = *v4;
            if ( !*v4 )
              break;
            ++v4;
            v12 = 1025 * (g_charLookupTable[v13] + v3);
            v3 = (v12 >> 6) ^ v12;
          }
        }
        v2 = v3;
      }
      return 32769 * ((9 * v2 >> 11) ^ 9 * v2);
    }
    


  • @Unknown-Modder Yeah, the version I have converts everything to LowerCase but it doesn't use any lookup tables though. This is the code I use

        public static uint GetHash(string str)
        {
            uint hash, i;
            char[] key = str.ToLower().ToCharArray();
            for (hash = i = 0; i < key.Length; i++)
            {
                hash += (uint)key[i];
                hash += (hash << 10);
                hash ^= (hash >> 6);
            }
            hash += (hash << 3);
            hash ^= (hash >> 11);
            hash += (hash << 15);
            return hash;
        }
    

    And that seems to produce hash values that match what I see in the gxt2 files (for vehicles anyway). But that lookup table could explain why I have problems in the programme I have got that tries to fix hash_collision values in decrypted ymt files.



  • @LeeC2202 In that case, I recommend using this.



  • @Unknown-Modder Thank you, that could prove to be very useful.


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