BF_ROUNDS
#if BF_ROUNDS == 20
r^=p[BF_ROUNDS+1];
#if BF_ROUNDS == 20
r^=k[BF_ROUNDS+1];
l^=p[BF_ROUNDS+1];
#if BF_ROUNDS == 20
l^=k[BF_ROUNDS+1];
#if BF_ROUNDS == 20
#if (BF_ROUNDS != 16) && (BF_ROUNDS != 20)
t= KEY[BF_ROUNDS+2 + 0 + ((R>>24)&0xFF)], \
t+= KEY[BF_ROUNDS+2 + 256 + ((R>>16)&0xFF)], \
t^= KEY[BF_ROUNDS+2 + 512 + ((R>>8 )&0xFF)], \
t+= KEY[BF_ROUNDS+2 + 768 + ((R )&0xFF)], \
for (i=0; i<(BF_ROUNDS+2); i+=2)
if (len > ((BF_ROUNDS+2)*4)) len=(BF_ROUNDS+2)*4;
for (i=0; i<(BF_ROUNDS+2); i++)
BF_LONG P[BF_ROUNDS+2];
#if BF_ROUNDS == 20
r ^= p[BF_ROUNDS + 1];
l ^= p[BF_ROUNDS + 1];
#if BF_ROUNDS == 20
#if (BF_ROUNDS != 16) && (BF_ROUNDS != 20)
If you set BF_ROUNDS to some value other than 16 or 20, you will have
for (i = 0; i < BF_ROUNDS + 2; i += 2) {
if (len > ((BF_ROUNDS + 2) * 4))
len = (BF_ROUNDS + 2) * 4;
for (i = 0; i < BF_ROUNDS + 2; i++) {
BF_LONG P[BF_ROUNDS+2];