L L4D2node

ice_f

0x002706f0 · 116 bytes · __regparm3

_ZL5ice_fmPK9IceSubkey

Decompiled

undefined (2 params)

/* ice_f(unsigned long, IceSubkey const*) */

uint __regparm3 ice_f(ulong param_1,IceSubkey *param_2)

{
  uint uVar1;
  uint uVar2;
  uint uVar3;
  
  uVar3 = (param_1 >> 0xe | param_1 << 0x12) & 0xffc00 | param_1 >> 0x10 & 0x3ff;
  uVar2 = param_1 * 4 & 0xffc00 | param_1 & 0x3ff;
  uVar1 = (uVar2 ^ uVar3) & *(uint *)(param_2 + 8);
  uVar3 = uVar3 ^ *(uint *)param_2 ^ uVar1;
  uVar1 = uVar2 ^ *(uint *)(param_2 + 4) ^ uVar1;
  return (&DAT_003ff080)[uVar3 & 0x3ff] | (&ice_sbox)[uVar3 >> 10] | (&DAT_00400080)[uVar1 >> 10] |
         (&DAT_00401080)[uVar1 & 0x3ff];
}

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)