SVC_EntityMessage::WriteToBuffer
0x000a9ae0 · 681 bytes · __thiscall
_ZN17SVC_EntityMessage13WriteToBufferER8bf_write
Decompiled
undefined (2 params)
/* SVC_EntityMessage::WriteToBuffer(bf_write&) */
undefined4 __thiscall SVC_EntityMessage::WriteToBuffer(SVC_EntityMessage *this,bf_write *param_1)
{
uint uVar1;
uint uVar2;
int iVar3;
undefined4 uVar4;
int iVar5;
uint uVar6;
uint *puVar7;
uint local_20;
*(uint *)(this + 0x54) = *(uint *)(this + 0x88);
if (0x7ff < *(uint *)(this + 0x88)) {
return 0;
}
uVar1 = (**(code **)(*(int *)this + 0x24))(this);
uVar6 = *(uint *)(param_1 + 0xc);
uVar2 = *(uint *)(param_1 + 8);
if ((int)uVar2 < (int)(uVar6 + 6)) {
*(uint *)(param_1 + 0xc) = uVar2;
param_1[0x10] = (bf_write)0x1;
uVar6 = uVar2;
}
else {
iVar3 = ((int)uVar6 >> 5) * 4;
uVar6 = uVar6 & 0x1f;
puVar7 = (uint *)(iVar3 + *(int *)param_1);
local_20._0_1_ = (sbyte)uVar6;
*puVar7 = uVar1 << (sbyte)local_20 | *puVar7 & *(uint *)(&DAT_003f2db8 + uVar6 * 0x84);
iVar5 = 0x20 - uVar6;
if (iVar5 < 6) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
*puVar7 = uVar1 >> ((byte)iVar5 & 0x1f) | (&g_BitWriteMasks)[6 - iVar5] & *puVar7;
}
uVar2 = *(int *)(param_1 + 0xc) + 6;
*(uint *)(param_1 + 0xc) = uVar2;
uVar6 = *(uint *)(param_1 + 8);
}
uVar1 = *(uint *)(this + 0x4c);
if ((int)uVar6 < (int)(uVar2 + 0xb)) {
*(uint *)(param_1 + 0xc) = uVar6;
param_1[0x10] = (bf_write)0x1;
local_20 = *(uint *)(this + 0x50);
uVar2 = uVar6;
if ((int)uVar6 < (int)(uVar6 + 9)) goto LAB_000a9d72;
LAB_000a9be6:
iVar3 = ((int)uVar6 >> 5) * 4;
uVar6 = uVar6 & 0x1f;
puVar7 = (uint *)(*(int *)param_1 + iVar3);
*puVar7 = *puVar7 & *(uint *)(&DAT_003f2dc4 + uVar6 * 0x84) | local_20 << (sbyte)uVar6;
iVar5 = 0x20 - uVar6;
if (iVar5 < 9) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
*puVar7 = (&g_BitWriteMasks)[9 - iVar5] & *puVar7 | local_20 >> ((byte)iVar5 & 0x1f);
}
iVar3 = *(int *)(param_1 + 0xc);
uVar2 = iVar3 + 9;
*(uint *)(param_1 + 0xc) = uVar2;
local_20 = *(uint *)(this + 0x54);
uVar6 = *(uint *)(param_1 + 8);
if ((int)*(uint *)(param_1 + 8) < iVar3 + 0x14) {
LAB_000a9d8c:
*(uint *)(param_1 + 0xc) = uVar6;
param_1[0x10] = (bf_write)0x1;
goto LAB_000a9c75;
}
}
else {
iVar3 = ((int)uVar2 >> 5) * 4;
uVar2 = uVar2 & 0x1f;
puVar7 = (uint *)(*(int *)param_1 + iVar3);
*puVar7 = *puVar7 & *(uint *)(&DAT_003f2dcc + uVar2 * 0x84) | uVar1 << (sbyte)uVar2;
iVar5 = 0x20 - uVar2;
if (iVar5 < 0xb) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
*puVar7 = (&g_BitWriteMasks)[0xb - iVar5] & *puVar7 | uVar1 >> ((byte)iVar5 & 0x1f);
}
iVar3 = *(int *)(param_1 + 0xc);
uVar6 = iVar3 + 0xb;
*(uint *)(param_1 + 0xc) = uVar6;
local_20 = *(uint *)(this + 0x50);
uVar2 = *(uint *)(param_1 + 8);
if (iVar3 + 0x14 <= (int)*(uint *)(param_1 + 8)) goto LAB_000a9be6;
LAB_000a9d72:
*(uint *)(param_1 + 0xc) = uVar2;
param_1[0x10] = (bf_write)0x1;
local_20 = *(uint *)(this + 0x54);
uVar6 = uVar2;
if ((int)uVar2 < (int)(uVar2 + 0xb)) goto LAB_000a9d8c;
}
iVar3 = ((int)uVar2 >> 5) * 4;
uVar2 = uVar2 & 0x1f;
puVar7 = (uint *)(*(int *)param_1 + iVar3);
*puVar7 = *puVar7 & *(uint *)(&DAT_003f2dcc + uVar2 * 0x84) | local_20 << (sbyte)uVar2;
iVar5 = 0x20 - uVar2;
if (iVar5 < 0xb) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
*puVar7 = (&g_BitWriteMasks)[0xb - iVar5] & *puVar7 | local_20 >> ((byte)iVar5 & 0x1f);
}
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 0xb;
LAB_000a9c75:
uVar4 = bf_write::WriteBits(param_1,*(void **)(this + 0x7c),*(int *)(this + 0x54));
return uVar4;
}
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.