L L4D2node

NET_SplitScreenUser::WriteToBuffer

0x000a80f0 · 292 bytes · __thiscall

_ZN19NET_SplitScreenUser13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

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

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

{
  uint uVar1;
  uint uVar2;
  int iVar3;
  uint uVar4;
  int iVar5;
  uint *puVar6;
  
  uVar1 = (**(code **)(*(int *)this + 0x24))(this);
  uVar4 = *(uint *)(param_1 + 0xc);
  uVar2 = *(uint *)(param_1 + 8);
  if ((int)uVar2 < (int)(uVar4 + 6)) {
    *(uint *)(param_1 + 0xc) = uVar2;
    param_1[0x10] = (bf_write)0x1;
    uVar4 = uVar2;
  }
  else {
    iVar5 = ((int)uVar4 >> 5) * 4;
    uVar4 = uVar4 & 0x1f;
    puVar6 = (uint *)(iVar5 + *(int *)param_1);
    *puVar6 = uVar1 << (sbyte)uVar4 | *puVar6 & *(uint *)(&DAT_003f2db8 + uVar4 * 0x84);
    iVar3 = 0x20 - uVar4;
    if (iVar3 < 6) {
      puVar6 = (uint *)(*(int *)param_1 + 4 + iVar5);
      *puVar6 = uVar1 >> ((byte)iVar3 & 0x1f) | (&g_BitWriteMasks)[6 - iVar3] & *puVar6;
    }
    uVar2 = *(int *)(param_1 + 0xc) + 6;
    *(uint *)(param_1 + 0xc) = uVar2;
    uVar4 = *(uint *)(param_1 + 8);
  }
  uVar1 = *(uint *)(this + 0x4c);
  if ((int)(uVar2 + 2) <= (int)uVar4) {
    iVar3 = ((int)uVar2 >> 5) * 4;
    uVar2 = uVar2 & 0x1f;
    puVar6 = (uint *)(*(int *)param_1 + iVar3);
    *puVar6 = *puVar6 & *(uint *)(&DAT_003f2da8 + uVar2 * 0x84) | uVar1 << (sbyte)uVar2;
    if (uVar2 == 0x1f) {
      puVar6 = (uint *)(*(int *)param_1 + 4 + iVar3);
      *puVar6 = *puVar6 & DAT_003f2da4 | uVar1 >> 1;
    }
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 2;
    return (byte)param_1[0x10] ^ 1;
  }
  *(uint *)(param_1 + 0xc) = uVar4;
  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)