L L4D2node

SVC_SplitScreen::WriteToBuffer

0x000a8fd0 · 514 bytes · __thiscall

_ZN15SVC_SplitScreen13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

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

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

{
  uint uVar1;
  uint uVar2;
  int iVar3;
  uint uVar4;
  uint *puVar5;
  int iVar6;
  
  uVar1 = (**(code **)(*(int *)this + 0x24))(this);
  uVar4 = *(uint *)(param_1 + 0xc);
  uVar2 = *(uint *)(param_1 + 8);
  if ((int)uVar2 < (int)(uVar4 + 6)) {
LAB_000a91a0:
    *(uint *)(param_1 + 0xc) = uVar2;
    param_1[0x10] = (bf_write)0x1;
    uVar4 = *(uint *)(this + 0x50);
    uVar1 = uVar2;
    if ((int)uVar2 < (int)(uVar2 + 2)) {
LAB_000a91ba:
      *(uint *)(param_1 + 0xc) = uVar1;
      param_1[0x10] = (bf_write)0x1;
      uVar4 = *(uint *)(this + 0x54);
      uVar2 = uVar1;
      if ((int)uVar1 < (int)(uVar1 + 0xb)) goto LAB_000a91d4;
      goto LAB_000a90db;
    }
  }
  else {
    iVar3 = ((int)uVar4 >> 5) * 4;
    uVar4 = uVar4 & 0x1f;
    puVar5 = (uint *)(iVar3 + *(int *)param_1);
    *puVar5 = uVar1 << (sbyte)uVar4 | *puVar5 & *(uint *)(&DAT_003f2db8 + uVar4 * 0x84);
    iVar6 = 0x20 - uVar4;
    if (iVar6 < 6) {
      puVar5 = (uint *)(*(int *)param_1 + 4 + iVar3);
      *puVar5 = uVar1 >> ((byte)iVar6 & 0x1f) | (&g_BitWriteMasks)[6 - iVar6] & *puVar5;
    }
    uVar2 = *(uint *)(param_1 + 8);
    uVar4 = *(int *)(param_1 + 0xc) + 6;
    *(uint *)(param_1 + 0xc) = uVar4;
    if ((int)uVar2 <= (int)uVar4) goto LAB_000a91a0;
    puVar5 = (uint *)(*(int *)param_1 + ((int)uVar4 >> 5) * 4);
    *puVar5 = *puVar5 & (&DAT_003f2da4)[(uVar4 & 0x1f) * 0x21] |
              *(int *)(this + 0x4c) << (sbyte)(uVar4 & 0x1f);
    iVar3 = *(int *)(param_1 + 0xc);
    uVar2 = iVar3 + 1;
    *(uint *)(param_1 + 0xc) = uVar2;
    uVar4 = *(uint *)(this + 0x50);
    uVar1 = *(uint *)(param_1 + 8);
    if ((int)*(uint *)(param_1 + 8) < iVar3 + 3) goto LAB_000a91ba;
  }
  iVar3 = ((int)uVar2 >> 5) * 4;
  uVar2 = uVar2 & 0x1f;
  puVar5 = (uint *)(*(int *)param_1 + iVar3);
  *puVar5 = *puVar5 & *(uint *)(&DAT_003f2da8 + uVar2 * 0x84) | uVar4 << (sbyte)uVar2;
  if (uVar2 == 0x1f) {
    puVar5 = (uint *)(*(int *)param_1 + 4 + iVar3);
    *puVar5 = *puVar5 & DAT_003f2da4 | uVar4 >> 1;
  }
  iVar3 = *(int *)(param_1 + 0xc);
  uVar1 = iVar3 + 2;
  *(uint *)(param_1 + 0xc) = uVar1;
  uVar4 = *(uint *)(this + 0x54);
  uVar2 = *(uint *)(param_1 + 8);
  if ((int)*(uint *)(param_1 + 8) < iVar3 + 0xd) {
LAB_000a91d4:
    *(uint *)(param_1 + 0xc) = uVar2;
    param_1[0x10] = (bf_write)0x1;
    return 0;
  }
LAB_000a90db:
  iVar3 = ((int)uVar1 >> 5) * 4;
  uVar1 = uVar1 & 0x1f;
  puVar5 = (uint *)(*(int *)param_1 + iVar3);
  iVar6 = 0x20 - uVar1;
  *puVar5 = *puVar5 & *(uint *)(&DAT_003f2dcc + uVar1 * 0x84) | uVar4 << (sbyte)uVar1;
  if (iVar6 < 0xb) {
    puVar5 = (uint *)(*(int *)param_1 + 4 + iVar3);
    *puVar5 = (&g_BitWriteMasks)[0xb - iVar6] & *puVar5 | uVar4 >> ((byte)iVar6 & 0x1f);
  }
  *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 0xb;
  return (byte)param_1[0x10] ^ 1;
}

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.



        

        

          

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