L L4D2node

crc32

0x000edd10 · 271 bytes · __cdecl

_Z5crc32mPKhj

Decompiled

undefined (3 params)

/* crc32(unsigned long, unsigned char const*, unsigned int) */

uint crc32(ulong param_1,uchar *param_2,uint param_3)

{
  uint uVar1;
  byte *pbVar2;
  byte *pbVar3;
  uint uVar4;
  
  if (param_2 != (uchar *)0x0) {
    uVar1 = ~param_1;
    if (7 < param_3) {
      uVar4 = param_3 - 8 >> 3;
      pbVar2 = param_2;
      do {
        pbVar3 = pbVar2 + 8;
        uVar1 = uVar1 >> 8 ^ *(uint *)(crc_table + (uint)(byte)((byte)uVar1 ^ *pbVar2) * 4);
        uVar1 = uVar1 >> 8 ^ *(uint *)(crc_table + (uint)(byte)((byte)uVar1 ^ pbVar2[1]) * 4);
        uVar1 = uVar1 >> 8 ^ *(uint *)(crc_table + (uint)(byte)((byte)uVar1 ^ pbVar2[2]) * 4);
        uVar1 = uVar1 >> 8 ^ *(uint *)(crc_table + (uint)(byte)((byte)uVar1 ^ pbVar2[3]) * 4);
        uVar1 = uVar1 >> 8 ^ *(uint *)(crc_table + (uint)(byte)((byte)uVar1 ^ pbVar2[4]) * 4);
        uVar1 = uVar1 >> 8 ^ *(uint *)(crc_table + (uint)(byte)((byte)uVar1 ^ pbVar2[5]) * 4);
        uVar1 = uVar1 >> 8 ^ *(uint *)(crc_table + (uint)(byte)((byte)uVar1 ^ pbVar2[6]) * 4);
        uVar1 = uVar1 >> 8 ^ *(uint *)(crc_table + (uint)(byte)((byte)uVar1 ^ pbVar2[7]) * 4);
        pbVar2 = pbVar3;
      } while (pbVar3 != param_2 + uVar4 * 8 + 8);
      param_3 = param_3 & 7;
      param_2 = param_2 + uVar4 * 8 + 8;
    }
    if (param_3 != 0) {
      pbVar2 = param_2;
      do {
        pbVar3 = pbVar2 + 1;
        uVar1 = uVar1 >> 8 ^ *(uint *)(crc_table + (uint)(byte)((byte)uVar1 ^ *pbVar2) * 4);
        pbVar2 = pbVar3;
      } while (pbVar3 != param_2 + param_3);
    }
    return ~uVar1;
  }
  return 0;
}

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)