SVC_VoiceInit::WriteToBuffer
0x000a8320 · 211 bytes · __thiscall
_ZN13SVC_VoiceInit13WriteToBufferER8bf_write
Decompiled
undefined (2 params)
/* SVC_VoiceInit::WriteToBuffer(bf_write&) */
byte __thiscall SVC_VoiceInit::WriteToBuffer(SVC_VoiceInit *this,bf_write *param_1)
{
int iVar1;
uint uVar2;
char *pcVar3;
int iVar4;
uint uVar5;
uint *puVar6;
sbyte local_20;
uVar2 = (**(code **)(*(int *)this + 0x24))(this);
uVar5 = *(uint *)(param_1 + 0xc);
if (*(int *)(param_1 + 8) < (int)(uVar5 + 6)) {
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 8);
param_1[0x10] = (bf_write)0x1;
}
else {
iVar1 = ((int)uVar5 >> 5) * 4;
uVar5 = uVar5 & 0x1f;
puVar6 = (uint *)(iVar1 + *(int *)param_1);
local_20 = (sbyte)uVar5;
*puVar6 = uVar2 << local_20 | *puVar6 & *(uint *)(&DAT_003f2db8 + uVar5 * 0x84);
iVar4 = 0x20 - uVar5;
if (iVar4 < 6) {
puVar6 = (uint *)(*(int *)param_1 + 4 + iVar1);
*puVar6 = uVar2 >> ((byte)iVar4 & 0x1f) | (&g_BitWriteMasks)[6 - iVar4] & *puVar6;
}
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 6;
}
pcVar3 = "svc_voiceinit NULL";
if (*(char **)(this + 0x4c) != (char *)0x0) {
pcVar3 = *(char **)(this + 0x4c);
}
bf_write::WriteString(param_1,pcVar3);
bf_write::WriteByte(param_1,*(uint *)(this + 0x50));
return (byte)param_1[0x10] ^ 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.