L L4D2node

IceKey::decrypt

0x00270ba0 · 172 bytes · __thiscall

_ZNK6IceKey7decryptEPKhPh

Decompiled

undefined (3 params)

/* IceKey::decrypt(unsigned char const*, unsigned char*) const */

void __thiscall IceKey::decrypt(IceKey *this,uchar *param_1,uchar *param_2)

{
  IceSubkey *pIVar1;
  uint uVar2;
  int iVar3;
  uint uVar4;
  uint uVar5;
  IceSubkey *pIVar6;
  
  uVar4 = (uint)*param_1 << 0x18 | (uint)param_1[1] << 0x10 | (uint)param_1[3] |
          (uint)param_1[2] << 8;
  uVar5 = (uint)param_1[4] << 0x18 | (uint)param_1[5] << 0x10 | (uint)param_1[7] |
          (uint)param_1[6] << 8;
  iVar3 = *(int *)(this + 4) + -1;
  if (0 < iVar3) {
    pIVar6 = (IceSubkey *)(*(int *)(this + 8) + iVar3 * 0xc);
    do {
      uVar2 = ice_f(uVar5,pIVar6);
      pIVar1 = pIVar6 + -0xc;
      pIVar6 = pIVar6 + -0x18;
      uVar4 = uVar4 ^ uVar2;
      uVar2 = ice_f(uVar4,pIVar1);
      uVar5 = uVar5 ^ uVar2;
      iVar3 = iVar3 + -2;
    } while (0 < iVar3);
  }
  iVar3 = 4;
  do {
    param_2[iVar3 + -1] = (uchar)uVar5;
    uVar5 = uVar5 >> 8;
    param_2[iVar3 + 3] = (uchar)uVar4;
    uVar4 = uVar4 >> 8;
    iVar3 = iVar3 + -1;
  } while (iVar3 != 0);
  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)