L L4D2node

NET_StringCmd::WriteToBuffer

0x000a97c0 · 222 bytes · __thiscall

_ZN13NET_StringCmd13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

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

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

{
  char *pcVar1;
  int iVar2;
  uint uVar3;
  undefined4 uVar4;
  int iVar5;
  uint *puVar6;
  int iVar7;
  uint uVar8;
  char *pcVar9;
  sbyte local_20;
  
  pcVar1 = *(char **)(this + 0x4c);
  iVar5 = *(int *)(param_1 + 8);
  pcVar9 = " NET_StringCmd NULL";
  if (pcVar1 != (char *)0x0) {
    pcVar9 = pcVar1;
  }
  iVar7 = *(int *)(param_1 + 0xc);
  iVar2 = _V_strlen(pcVar1);
  if (iVar5 - iVar7 >> 3 < iVar2) {
    return 0;
  }
  uVar3 = (**(code **)(*(int *)this + 0x24))(this);
  uVar8 = *(uint *)(param_1 + 0xc);
  if (*(int *)(param_1 + 8) < (int)(uVar8 + 6)) {
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 8);
    param_1[0x10] = (bf_write)0x1;
  }
  else {
    iVar5 = ((int)uVar8 >> 5) * 4;
    uVar8 = uVar8 & 0x1f;
    puVar6 = (uint *)(iVar5 + *(int *)param_1);
    local_20 = (sbyte)uVar8;
    *puVar6 = uVar3 << local_20 | *puVar6 & *(uint *)(&DAT_003f2db8 + uVar8 * 0x84);
    iVar7 = 0x20 - uVar8;
    if (iVar7 < 6) {
      puVar6 = (uint *)(*(int *)param_1 + 4 + iVar5);
      *puVar6 = uVar3 >> ((byte)iVar7 & 0x1f) | (&g_BitWriteMasks)[6 - iVar7] & *puVar6;
    }
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 6;
  }
  uVar4 = bf_write::WriteString(param_1,pcVar9);
  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)