MD5Final
0x00b68e80 · 187 bytes · __cdecl
_Z8MD5FinalPhP12MD5Context_t
Decompiled
undefined (2 params)
/* MD5Final(unsigned char*, MD5Context_t*) */
void MD5Final(uchar *param_1,MD5Context_t *param_2)
{
uint uVar1;
int iVar2;
MD5Context_t *pMVar3;
byte bVar4;
MD5Context_t *local_20;
bVar4 = 0;
uVar1 = *(uint *)(param_2 + 0x10) >> 3 & 0x3f;
param_2[uVar1 + 0x18] = (MD5Context_t)0x80;
if (0x3f - uVar1 < 8) {
memset(param_2 + uVar1 + 0x19,0,0x3f - uVar1);
MD5Transform((uint *)param_2,(uint *)(param_2 + 0x18));
pMVar3 = param_2 + 0x18;
for (iVar2 = 0xe; iVar2 != 0; iVar2 = iVar2 + -1) {
*(uint *)pMVar3 = 0;
pMVar3 = pMVar3 + (uint)bVar4 * -8 + 4;
}
}
else {
memset(param_2 + uVar1 + 0x19,0,0x37 - uVar1);
}
local_20 = param_2 + 0x18;
*(undefined4 *)(param_2 + 0x50) = *(undefined4 *)(param_2 + 0x10);
*(undefined4 *)(param_2 + 0x54) = *(undefined4 *)(param_2 + 0x14);
MD5Transform((uint *)param_2,(uint *)local_20);
*(undefined4 *)param_1 = *(undefined4 *)param_2;
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(param_2 + 4);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(param_2 + 8);
*(undefined4 *)(param_1 + 0xc) = *(undefined4 *)(param_2 + 0xc);
for (iVar2 = 0x16; iVar2 != 0; iVar2 = iVar2 + -1) {
*(undefined4 *)param_2 = 0;
param_2 = param_2 + (uint)bVar4 * -8 + 4;
}
return;
}
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.