SVC_SetPause::WriteToBuffer
0x000a7d10 · 250 bytes · __thiscall
_ZN12SVC_SetPause13WriteToBufferER8bf_write
Decompiled
undefined (2 params)
/* SVC_SetPause::WriteToBuffer(bf_write&) */
byte __thiscall SVC_SetPause::WriteToBuffer(SVC_SetPause *this,bf_write *param_1)
{
byte *pbVar1;
int iVar2;
bf_write bVar3;
uint uVar4;
int iVar5;
uint uVar6;
uint *puVar7;
uVar4 = (**(code **)(*(int *)this + 0x24))(this);
uVar6 = *(uint *)(param_1 + 0xc);
if (*(int *)(param_1 + 8) < (int)(uVar6 + 6)) {
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 8);
}
else {
iVar2 = ((int)uVar6 >> 5) * 4;
uVar6 = uVar6 & 0x1f;
puVar7 = (uint *)(iVar2 + *(int *)param_1);
*puVar7 = uVar4 << (sbyte)uVar6 | *puVar7 & *(uint *)(&DAT_003f2db8 + uVar6 * 0x84);
iVar5 = 0x20 - uVar6;
if (iVar5 < 6) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar2);
*puVar7 = uVar4 >> ((byte)iVar5 & 0x1f) | (&g_BitWriteMasks)[6 - iVar5] & *puVar7;
}
iVar2 = *(int *)(param_1 + 0xc) + 6;
*(int *)(param_1 + 0xc) = iVar2;
if (iVar2 < *(int *)(param_1 + 8)) {
bVar3 = (bf_write)0x1;
if (param_1[0x10] == (bf_write)0x0) {
if (this[0x4c] == (SVC_SetPause)0x0) {
pbVar1 = (byte *)(*(int *)param_1 + (iVar2 >> 3));
*pbVar1 = *pbVar1 & ~(byte)(1 << ((byte)iVar2 & 7));
}
else {
pbVar1 = (byte *)(*(int *)param_1 + (iVar2 >> 3));
*pbVar1 = *pbVar1 | (byte)(1 << ((byte)iVar2 & 7));
}
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
bVar3 = param_1[0x10];
}
return (byte)bVar3 ^ 1;
}
}
param_1[0x10] = (bf_write)0x1;
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.