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 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.