L L4D2node

SVC_GameEvent::WriteToBuffer

0x000a8530 · 367 bytes · __thiscall

_ZN13SVC_GameEvent13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

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

undefined4 __thiscall SVC_GameEvent::WriteToBuffer(SVC_GameEvent *this,bf_write *param_1)

{
  int iVar1;
  uint uVar2;
  uint uVar3;
  undefined4 uVar4;
  int iVar5;
  uint uVar6;
  uint *puVar7;
  sbyte local_20;
  
  *(uint *)(this + 0x4c) = *(uint *)(this + 0x80);
  if (0x7ff < *(uint *)(this + 0x80)) {
    return 0;
  }
  uVar2 = (**(code **)(*(int *)this + 0x24))(this);
  uVar6 = *(uint *)(param_1 + 0xc);
  uVar3 = *(uint *)(param_1 + 8);
  if ((int)uVar3 < (int)(uVar6 + 6)) {
    *(uint *)(param_1 + 0xc) = uVar3;
    param_1[0x10] = (bf_write)0x1;
    uVar6 = uVar3;
  }
  else {
    iVar1 = ((int)uVar6 >> 5) * 4;
    uVar6 = uVar6 & 0x1f;
    puVar7 = (uint *)(iVar1 + *(int *)param_1);
    local_20 = (sbyte)uVar6;
    *puVar7 = uVar2 << local_20 | *puVar7 & *(uint *)(&DAT_003f2db8 + uVar6 * 0x84);
    iVar5 = 0x20 - uVar6;
    if (iVar5 < 6) {
      puVar7 = (uint *)(*(int *)param_1 + 4 + iVar1);
      *puVar7 = uVar2 >> ((byte)iVar5 & 0x1f) | (&g_BitWriteMasks)[6 - iVar5] & *puVar7;
    }
    iVar1 = *(int *)(param_1 + 0xc);
    uVar3 = *(uint *)(param_1 + 8);
    *(uint *)(param_1 + 0xc) = iVar1 + 6U;
    uVar6 = iVar1 + 6U;
  }
  uVar2 = *(uint *)(this + 0x4c);
  if ((int)uVar3 < (int)(uVar6 + 0xb)) {
    *(uint *)(param_1 + 0xc) = uVar3;
    param_1[0x10] = (bf_write)0x1;
  }
  else {
    iVar1 = ((int)uVar6 >> 5) * 4;
    uVar6 = uVar6 & 0x1f;
    puVar7 = (uint *)(*(int *)param_1 + iVar1);
    *puVar7 = *puVar7 & *(uint *)(&DAT_003f2dcc + uVar6 * 0x84) | uVar2 << (sbyte)uVar6;
    iVar5 = 0x20 - uVar6;
    if (iVar5 < 0xb) {
      puVar7 = (uint *)(*(int *)param_1 + 4 + iVar1);
      *puVar7 = (&g_BitWriteMasks)[0xb - iVar5] & *puVar7 | uVar2 >> ((byte)iVar5 & 0x1f);
    }
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 0xb;
  }
  uVar4 = bf_write::WriteBits(param_1,*(void **)(this + 0x74),*(int *)(this + 0x4c));
  return uVar4;
}

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)