L L4D2node

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 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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