L L4D2node

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 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.



        

        

          

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