L L4D2node

MD5Update

0x00245ba0 · 367 bytes · __cdecl

_Z9MD5UpdateP12MD5Context_tPKhj

Decompiled

undefined (3 params)

/* MD5Update(MD5Context_t*, unsigned char const*, unsigned int) */

void MD5Update(MD5Context_t *param_1,uchar *param_2,uint param_3)

{
  uint uVar1;
  uint uVar2;
  int iVar3;
  uint *puVar4;
  MD5Context_t *__dest;
  uint *local_28;
  uint local_24;
  
  local_28 = (uint *)param_2;
  local_24 = param_3;
  uVar1 = *(uint *)(param_1 + 0x10);
  uVar2 = uVar1 + param_3 * 8;
  *(uint *)(param_1 + 0x10) = uVar2;
  if (uVar2 < uVar1) {
    iVar3 = *(int *)(param_1 + 0x14) + 1;
  }
  else {
    iVar3 = *(int *)(param_1 + 0x14);
  }
  uVar2 = uVar1 >> 3 & 0x3f;
  *(uint *)(param_1 + 0x14) = (param_3 >> 0x1d) + iVar3;
  if (uVar2 != 0) {
    local_24 = 0x40 - uVar2;
    if (param_3 < local_24) {
      memcpy(param_1 + uVar2 + 0x18,param_2,param_3);
      return;
    }
    memcpy(param_1 + uVar2 + 0x18,param_2,local_24);
    MD5Transform((uint *)param_1,(uint *)(param_1 + 0x18));
    local_28 = (uint *)(param_2 + local_24);
    local_24 = param_3 - local_24;
  }
  __dest = param_1 + 0x18;
  puVar4 = local_28;
  uVar2 = local_24;
  if (0x3f < local_24) {
    do {
      uVar2 = uVar2 - 0x40;
      *(uint *)__dest = *puVar4;
      *(uint *)(param_1 + 0x1c) = puVar4[1];
      *(uint *)(param_1 + 0x20) = puVar4[2];
      *(uint *)(param_1 + 0x24) = puVar4[3];
      *(uint *)(param_1 + 0x28) = puVar4[4];
      *(uint *)(param_1 + 0x2c) = puVar4[5];
      *(uint *)(param_1 + 0x30) = puVar4[6];
      *(uint *)(param_1 + 0x34) = puVar4[7];
      *(uint *)(param_1 + 0x38) = puVar4[8];
      *(uint *)(param_1 + 0x3c) = puVar4[9];
      *(uint *)(param_1 + 0x40) = puVar4[10];
      *(uint *)(param_1 + 0x44) = puVar4[0xb];
      *(uint *)(param_1 + 0x48) = puVar4[0xc];
      *(uint *)(param_1 + 0x4c) = puVar4[0xd];
      *(uint *)(param_1 + 0x50) = puVar4[0xe];
      *(uint *)(param_1 + 0x54) = puVar4[0xf];
      MD5Transform((uint *)param_1,(uint *)__dest);
      puVar4 = puVar4 + 0x10;
    } while (0x3f < uVar2);
    local_28 = (uint *)((int)local_28 + (local_24 - 0x40 & 0xffffffc0) + 0x40);
    local_24 = local_24 & 0x3f;
  }
  memcpy(__dest,local_28,local_24);
  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)