SVC_VoiceData::WriteToBuffer
0x000aa1a0 · 332 bytes · __thiscall
_ZN13SVC_VoiceData13WriteToBufferER8bf_write
Decompiled
undefined (2 params)
/* SVC_VoiceData::WriteToBuffer(bf_write&) */
void __thiscall SVC_VoiceData::WriteToBuffer(SVC_VoiceData *this,bf_write *param_1)
{
uint uVar1;
int iVar2;
uint uVar3;
uint *puVar4;
int iVar5;
uVar1 = (**(code **)(*(int *)this + 0x24))(this);
uVar3 = *(uint *)(param_1 + 0xc);
if (*(int *)(param_1 + 8) < (int)(uVar3 + 6)) {
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 8);
param_1[0x10] = (bf_write)0x1;
}
else {
iVar2 = ((int)uVar3 >> 5) * 4;
uVar3 = uVar3 & 0x1f;
puVar4 = (uint *)(iVar2 + *(int *)param_1);
*puVar4 = uVar1 << (sbyte)uVar3 | *puVar4 & *(uint *)(&DAT_003f2db8 + uVar3 * 0x84);
iVar5 = 0x20 - uVar3;
if (iVar5 < 6) {
puVar4 = (uint *)(*(int *)param_1 + 4 + iVar2);
*puVar4 = uVar1 >> ((byte)iVar5 & 0x1f) | (&g_BitWriteMasks)[6 - iVar5] & *puVar4;
}
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 6;
}
bf_write::WriteByte(param_1,*(uint *)(this + 0x4c));
bf_write::WriteByte(param_1,(uint)(byte)this[0x50]);
bf_write::WriteWord(param_1,*(uint *)(this + 0x54));
iVar2 = 0;
do {
uVar3 = *(uint *)(param_1 + 0xc);
if ((int)uVar3 < *(int *)(param_1 + 8)) {
puVar4 = (uint *)(*(int *)param_1 + ((int)uVar3 >> 5) * 4);
*puVar4 = (uint)(byte)this[iVar2 + 0x60] << (sbyte)(uVar3 & 0x1f) |
*puVar4 & (&DAT_003f2da4)[(uVar3 & 0x1f) * 0x21];
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
}
else {
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 8);
param_1[0x10] = (bf_write)0x1;
}
iVar2 = iVar2 + 1;
} while (iVar2 != 4);
bf_write::WriteBits(param_1,*(void **)(this + 0x88),*(int *)(this + 0x54));
return;
}
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.