SVC_SendTable::WriteToBuffer
0x000a88d0 · 303 bytes · __thiscall
_ZN13SVC_SendTable13WriteToBufferER8bf_write
Decompiled
undefined (2 params)
/* SVC_SendTable::WriteToBuffer(bf_write&) */
byte __thiscall SVC_SendTable::WriteToBuffer(SVC_SendTable *this,bf_write *param_1)
{
byte *pbVar1;
int iVar2;
uint uVar3;
int iVar4;
uint uVar5;
uint *puVar6;
sbyte local_20;
*(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x84);
uVar3 = (**(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);
}
else {
iVar2 = ((int)uVar5 >> 5) * 4;
uVar5 = uVar5 & 0x1f;
puVar6 = (uint *)(iVar2 + *(int *)param_1);
local_20 = (sbyte)uVar5;
*puVar6 = uVar3 << local_20 | *puVar6 & *(uint *)(&DAT_003f2db8 + uVar5 * 0x84);
iVar4 = 0x20 - uVar5;
if (iVar4 < 6) {
puVar6 = (uint *)(*(int *)param_1 + 4 + iVar2);
*puVar6 = uVar3 >> ((byte)iVar4 & 0x1f) | (&g_BitWriteMasks)[6 - iVar4] & *puVar6;
}
iVar2 = *(int *)(param_1 + 0xc) + 6;
*(int *)(param_1 + 0xc) = iVar2;
if (iVar2 < *(int *)(param_1 + 8)) {
if (param_1[0x10] == (bf_write)0x0) {
if (this[0x4c] == (SVC_SendTable)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;
}
goto LAB_000a8987;
}
}
param_1[0x10] = (bf_write)0x1;
LAB_000a8987:
bf_write::WriteShort(param_1,*(int *)(this + 0x50));
bf_write::WriteBits(param_1,*(void **)(this + 0x78),*(int *)(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.