L L4D2node

COM_EncryptBuffer

0x00127790 · 100 bytes · __cdecl

_Z17COM_EncryptBufferPhjPKh

Decompiled

undefined (3 params)

/* COM_EncryptBuffer(unsigned char*, unsigned int, unsigned char const*) */

void COM_EncryptBuffer(uchar *param_1,uint param_2,uchar *param_3)

{
  uchar *puVar1;
  IceKey local_28 [24];
  
  IceKey::IceKey(local_28,0);
                    /* try { // try from 001277b9 to 001277d7 has its CatchHandler @ 001277f4 */
  IceKey::set(local_28,param_3);
  puVar1 = param_1;
  if (param_2 != 0) {
    do {
      IceKey::encrypt(local_28,puVar1,puVar1);
      puVar1 = puVar1 + 8;
    } while ((uint)((int)puVar1 - (int)param_1) < param_2);
  }
  IceKey::~IceKey(local_28);
  return;
}

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)