CLC_LoadingProgress::ReadFromBuffer
0x000a6b50 · 251 bytes · __thiscall
_ZN19CLC_LoadingProgress14ReadFromBufferER7bf_read
Decompiled
undefined (2 params)
/* CLC_LoadingProgress::ReadFromBuffer(bf_read&) */
byte __thiscall CLC_LoadingProgress::ReadFromBuffer(CLC_LoadingProgress *this,bf_read *param_1)
{
int iVar1;
undefined4 *puVar2;
uint *puVar3;
uint uVar4;
uint uVar5;
uint uVar6;
iVar1 = *(int *)(param_1 + 0x14);
if (iVar1 < 8) {
puVar3 = *(uint **)(param_1 + 0x18);
uVar6 = *(uint *)(param_1 + 0x10);
if (puVar3 == *(uint **)(param_1 + 0x1c)) {
*(undefined4 *)(param_1 + 0x14) = 1;
*(undefined4 *)(param_1 + 0x10) = 0;
*(uint **)(param_1 + 0x18) = puVar3 + 1;
param_1[4] = (bf_read)0x1;
}
else if (*(uint **)(param_1 + 0x1c) < puVar3) {
param_1[4] = (bf_read)0x1;
*(undefined4 *)(param_1 + 0x10) = 0;
}
else {
*(uint **)(param_1 + 0x18) = puVar3 + 1;
uVar4 = *puVar3;
*(uint *)(param_1 + 0x10) = uVar4;
if (param_1[4] == (bf_read)0x0) {
uVar5 = (&CBitBuffer::s_nMaskTable)[8 - iVar1];
*(int *)(param_1 + 0x14) = iVar1 + 0x18;
uVar6 = (uVar5 & uVar4) << ((byte)iVar1 & 0x1f) | uVar6;
*(uint *)(param_1 + 0x10) = uVar4 >> ((byte)(8 - iVar1) & 0x1f);
goto LAB_000a6bba;
}
}
uVar6 = 0;
}
else {
*(int *)(param_1 + 0x14) = iVar1 + -8;
uVar6 = *(uint *)(param_1 + 0x10) & 0xff;
if (iVar1 + -8 == 0) {
puVar2 = *(undefined4 **)(param_1 + 0x18);
*(undefined4 *)(param_1 + 0x14) = 0x20;
if (puVar2 == *(undefined4 **)(param_1 + 0x1c)) {
*(undefined4 *)(param_1 + 0x14) = 1;
*(undefined4 *)(param_1 + 0x10) = 0;
*(undefined4 **)(param_1 + 0x18) = puVar2 + 1;
}
else if (*(undefined4 **)(param_1 + 0x1c) < puVar2) {
param_1[4] = (bf_read)0x1;
*(undefined4 *)(param_1 + 0x10) = 0;
}
else {
*(undefined4 **)(param_1 + 0x18) = puVar2 + 1;
*(undefined4 *)(param_1 + 0x10) = *puVar2;
}
}
else {
*(uint *)(param_1 + 0x10) = *(uint *)(param_1 + 0x10) >> 8;
}
}
LAB_000a6bba:
*(uint *)(this + 0x4c) = uVar6;
return (byte)param_1[4] ^ 1;
}
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.