L L4D2node

SVC_Prefetch::WriteToBuffer

0x000a7f80 · 331 bytes · __thiscall

_ZN12SVC_Prefetch13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

/* SVC_Prefetch::WriteToBuffer(bf_write&) */

byte __thiscall SVC_Prefetch::WriteToBuffer(SVC_Prefetch *this,bf_write *param_1)

{
  ushort uVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  uint uVar5;
  uint uVar6;
  uint *puVar7;
  
  uVar2 = (**(code **)(*(int *)this + 0x24))(this);
  uVar5 = *(uint *)(param_1 + 0xc);
  uVar6 = *(uint *)(param_1 + 8);
  if ((int)uVar6 < (int)(uVar5 + 6)) {
    *(uint *)(param_1 + 0xc) = uVar6;
    param_1[0x10] = (bf_write)0x1;
    uVar5 = uVar6;
  }
  else {
    iVar4 = ((int)uVar5 >> 5) * 4;
    uVar5 = uVar5 & 0x1f;
    puVar7 = (uint *)(iVar4 + *(int *)param_1);
    *puVar7 = uVar2 << (sbyte)uVar5 | *puVar7 & *(uint *)(&DAT_003f2db8 + uVar5 * 0x84);
    iVar3 = 0x20 - uVar5;
    if (iVar3 < 6) {
      puVar7 = (uint *)(*(int *)param_1 + 4 + iVar4);
      *puVar7 = uVar2 >> ((byte)iVar3 & 0x1f) | (&g_BitWriteMasks)[6 - iVar3] & *puVar7;
    }
    iVar4 = *(int *)(param_1 + 0xc);
    uVar6 = *(uint *)(param_1 + 8);
    *(uint *)(param_1 + 0xc) = iVar4 + 6U;
    uVar5 = iVar4 + 6U;
  }
  uVar1 = *(ushort *)(this + 0x4e);
  if ((int)(uVar5 + 0xf) <= (int)uVar6) {
    uVar6 = uVar5 & 0x1f;
    iVar3 = ((int)uVar5 >> 5) * 4;
    puVar7 = (uint *)(*(int *)param_1 + iVar3);
    iVar4 = 0x20 - uVar6;
    *puVar7 = *puVar7 & *(uint *)(&DAT_003f2ddc + uVar6 * 0x84) | (uint)uVar1 << (sbyte)uVar6;
    if (iVar4 < 0xf) {
      puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
      *puVar7 = (&g_BitWriteMasks)[0xf - iVar4] & *puVar7 | (uint)(uVar1 >> ((byte)iVar4 & 0x1f));
    }
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 0xf;
    return (byte)param_1[0x10] ^ 1;
  }
  *(uint *)(param_1 + 0xc) = uVar6;
  param_1[0x10] = (bf_write)0x1;
  return 0;
}

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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)