gf_exp7
0x00bbabb0 · 183 bytes · __regparm3
_ZL7gf_exp7jj.part.0
Decompiled
undefined (2 params)
/* gf_exp7(unsigned int, unsigned int) [clone .part.0] */
uint __regparm3 gf_exp7(uint param_1,uint param_2)
{
uint uVar1;
uint uVar2;
uint uVar3;
if (param_1 != 0) {
uVar1 = 0;
uVar2 = param_1;
uVar3 = param_1;
do {
if ((uVar3 & 1) != 0) {
uVar1 = uVar1 ^ uVar2;
}
uVar2 = uVar2 * 2;
if (0xff < uVar2) {
uVar2 = uVar2 ^ param_2;
}
uVar3 = uVar3 >> 1;
} while (uVar3 != 0);
if (uVar1 != 0) {
uVar3 = 0;
uVar2 = param_1;
do {
if ((uVar1 & 1) != 0) {
uVar3 = uVar3 ^ uVar2;
}
uVar2 = uVar2 * 2;
if (0xff < uVar2) {
uVar2 = uVar2 ^ param_2;
}
uVar1 = uVar1 >> 1;
} while (uVar1 != 0);
if (uVar3 != 0) {
uVar1 = 0;
uVar2 = uVar3;
do {
if ((uVar3 & 1) != 0) {
uVar1 = uVar1 ^ uVar2;
}
uVar2 = uVar2 * 2;
if (0xff < uVar2) {
uVar2 = uVar2 ^ param_2;
}
uVar3 = uVar3 >> 1;
} while (uVar3 != 0);
uVar2 = 0;
for (; uVar1 != 0; uVar1 = uVar1 >> 1) {
if ((uVar1 & 1) != 0) {
uVar2 = uVar2 ^ param_1;
}
param_1 = param_1 * 2;
if (0xff < param_1) {
param_1 = param_1 ^ param_2;
}
}
return uVar2;
}
}
}
return 0;
}
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.