L L4D2node

SVC_UpdateStringTable::WriteToBuffer

0x000a9db0 · 652 bytes · __thiscall

_ZN21SVC_UpdateStringTable13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

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

void __thiscall SVC_UpdateStringTable::WriteToBuffer(SVC_UpdateStringTable *this,bf_write *param_1)

{
  uint uVar1;
  int iVar2;
  byte *pbVar3;
  int iVar4;
  int iVar5;
  uint uVar6;
  uint *puVar7;
  uint uVar8;
  sbyte local_20;
  
  uVar1 = (**(code **)(*(int *)this + 0x24))(this);
  uVar6 = *(uint *)(param_1 + 0xc);
  if (*(int *)(param_1 + 8) < (int)(uVar6 + 6)) {
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 8);
    param_1[0x10] = (bf_write)0x1;
  }
  else {
    iVar2 = ((int)uVar6 >> 5) * 4;
    uVar6 = uVar6 & 0x1f;
    puVar7 = (uint *)(iVar2 + *(int *)param_1);
    local_20 = (sbyte)uVar6;
    *puVar7 = uVar1 << local_20 | *puVar7 & *(uint *)(&DAT_003f2db8 + uVar6 * 0x84);
    iVar4 = 0x20 - uVar6;
    if (iVar4 < 6) {
      puVar7 = (uint *)(*(int *)param_1 + 4 + iVar2);
      *puVar7 = uVar1 >> ((byte)iVar4 & 0x1f) | (&g_BitWriteMasks)[6 - iVar4] & *puVar7;
    }
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 6;
  }
  *(undefined4 *)(this + 0x54) = *(undefined4 *)(this + 0x88);
  iVar2 = Q_log2(0x20);
  uVar6 = *(uint *)(this + 0x4c);
  uVar1 = *(uint *)(param_1 + 0xc);
  uVar8 = *(uint *)(param_1 + 8);
  if ((int)uVar8 < (int)(iVar2 + uVar1)) {
    *(uint *)(param_1 + 0xc) = uVar8;
    param_1[0x10] = (bf_write)0x1;
    uVar6 = uVar8;
    if (*(int *)(this + 0x50) == 1) goto LAB_000aa052;
LAB_000a9fc1:
    param_1[0x10] = (bf_write)0x1;
  }
  else {
    uVar8 = uVar1 & 0x1f;
    iVar4 = ((int)uVar1 >> 5) * 4;
    puVar7 = (uint *)(iVar4 + *(int *)param_1);
    *puVar7 = (&g_BitWriteMasks)[uVar8 * 0x21 + iVar2] & *puVar7 | uVar6 << (sbyte)uVar8;
    iVar5 = 0x20 - uVar8;
    if (iVar5 < iVar2) {
      puVar7 = (uint *)(*(int *)param_1 + 4 + iVar4);
      *puVar7 = (&g_BitWriteMasks)[iVar2 - iVar5] & *puVar7 | uVar6 >> ((byte)iVar5 & 0x1f);
    }
    uVar6 = iVar2 + *(int *)(param_1 + 0xc);
    *(uint *)(param_1 + 0xc) = uVar6;
    uVar8 = *(uint *)(param_1 + 8);
    if (*(int *)(this + 0x50) == 1) {
      if ((int)uVar6 < (int)uVar8) {
        if (param_1[0x10] == (bf_write)0x0) {
          pbVar3 = (byte *)(((int)uVar6 >> 3) + *(int *)param_1);
          *pbVar3 = *pbVar3 & ~(byte)(1 << ((byte)uVar6 & 7));
          uVar6 = *(int *)(param_1 + 0xc) + 1;
          uVar8 = *(uint *)(param_1 + 8);
          *(uint *)(param_1 + 0xc) = uVar6;
        }
        goto LAB_000a9f10;
      }
LAB_000aa052:
      param_1[0x10] = (bf_write)0x1;
      goto LAB_000a9f10;
    }
    if ((int)uVar8 <= (int)uVar6) goto LAB_000a9fc1;
    if (param_1[0x10] == (bf_write)0x0) {
      pbVar3 = (byte *)(((int)uVar6 >> 3) + *(int *)param_1);
      *pbVar3 = *pbVar3 | (byte)(1 << ((byte)uVar6 & 7));
      *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
    }
  }
  bf_write::WriteWord(param_1,*(uint *)(this + 0x50));
  uVar6 = *(uint *)(param_1 + 0xc);
  uVar8 = *(uint *)(param_1 + 8);
LAB_000a9f10:
  uVar1 = *(uint *)(this + 0x54);
  if ((int)uVar8 < (int)(uVar6 + 0x14)) {
    *(uint *)(param_1 + 0xc) = uVar8;
    param_1[0x10] = (bf_write)0x1;
  }
  else {
    iVar2 = ((int)uVar6 >> 5) * 4;
    uVar6 = uVar6 & 0x1f;
    puVar7 = (uint *)(*(int *)param_1 + iVar2);
    *puVar7 = *puVar7 & *(uint *)(&DAT_003f2df0 + uVar6 * 0x84) | uVar1 << (sbyte)uVar6;
    iVar4 = 0x20 - uVar6;
    if (iVar4 < 0x14) {
      puVar7 = (uint *)(*(int *)param_1 + 4 + iVar2);
      *puVar7 = (&g_BitWriteMasks)[0x14 - iVar4] & *puVar7 | uVar1 >> ((byte)iVar4 & 0x1f);
    }
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 0x14;
  }
  bf_write::WriteBits(param_1,*(void **)(this + 0x7c),*(int *)(this + 0x54));
  return;
}

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)