L L4D2node

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 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)