COM_BlockSequenceCRCByte
0x00114cd0 · 223 bytes · __cdecl
_Z24COM_BlockSequenceCRCBytePhii
Decompiled
undefined (3 params)
/* COM_BlockSequenceCRCByte(unsigned char*, int, int) */
undefined1 COM_BlockSequenceCRCByte(uchar *param_1,int param_2,int param_3)
{
size_t __n;
int in_GS_OFFSET;
undefined1 local_68 [4];
undefined4 local_64;
undefined1 local_60 [64];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (param_3 < 0) {
Sys_Error("sequence < 0, in COM_BlockSequenceCRCByte\n");
}
local_64 = CRC32_GetTableEntry((param_3 + 1U) % 0x3fc);
__n = 0x3c;
if (param_2 < 0x3d) {
__n = param_2;
}
memcpy(local_60,param_1,__n);
local_60[__n] = (undefined1)local_64;
local_60[__n + 1] = local_64._1_1_;
local_60[__n + 2] = local_64._2_1_;
local_60[__n + 3] = local_64._3_1_;
CRC32_Init((ulong *)local_68);
CRC32_ProcessBuffer((ulong *)local_68,local_60,__n + 4);
CRC32_Final((ulong *)local_68);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return local_68[0];
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.