L L4D2node

CLC_ListenEvents::WriteToBuffer

0x000ab050 · 339 bytes · __thiscall

_ZN16CLC_ListenEvents13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

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

byte __thiscall CLC_ListenEvents::WriteToBuffer(CLC_ListenEvents *this,bf_write *param_1)

{
  uint uVar1;
  int iVar2;
  uint uVar3;
  uint uVar4;
  int iVar5;
  uint *puVar6;
  int iVar7;
  
  uVar1 = (**(code **)(*(int *)this + 0x24))(this);
  uVar4 = *(uint *)(param_1 + 0xc);
  uVar3 = *(uint *)(param_1 + 8);
  if ((int)uVar3 < (int)(uVar4 + 6)) {
    *(uint *)(param_1 + 0xc) = uVar3;
    param_1[0x10] = (bf_write)0x1;
    uVar4 = uVar3;
  }
  else {
    iVar5 = ((int)uVar4 >> 5) * 4;
    uVar4 = uVar4 & 0x1f;
    puVar6 = (uint *)(iVar5 + *(int *)param_1);
    *puVar6 = uVar1 << (sbyte)uVar4 | *puVar6 & *(uint *)(&DAT_003f2db8 + uVar4 * 0x84);
    iVar7 = 0x20 - uVar4;
    if (iVar7 < 6) {
      puVar6 = (uint *)(*(int *)param_1 + 4 + iVar5);
      *puVar6 = uVar1 >> ((byte)iVar7 & 0x1f) | (&g_BitWriteMasks)[6 - iVar7] & *puVar6;
    }
    iVar5 = *(int *)(param_1 + 0xc);
    uVar3 = *(uint *)(param_1 + 8);
    *(uint *)(param_1 + 0xc) = iVar5 + 6U;
    uVar4 = iVar5 + 6U;
  }
  iVar5 = 0;
  while( true ) {
    uVar1 = *(uint *)(this + iVar5 * 4 + 0x4c);
    if ((int)uVar3 < (int)(uVar4 + 0x20)) {
      *(uint *)(param_1 + 0xc) = uVar3;
      param_1[0x10] = (bf_write)0x1;
    }
    else {
      iVar7 = ((int)uVar4 >> 5) * 4;
      uVar4 = uVar4 & 0x1f;
      puVar6 = (uint *)(*(int *)param_1 + iVar7);
      *puVar6 = *puVar6 & *(uint *)(&DAT_003f2e20 + uVar4 * 0x84) | uVar1 << (sbyte)uVar4;
      iVar2 = 0x20 - uVar4;
      if (iVar2 != 0x20) {
        puVar6 = (uint *)(*(int *)param_1 + 4 + iVar7);
        *puVar6 = (&g_BitWriteMasks)[0x20 - iVar2] & *puVar6 | uVar1 >> ((byte)iVar2 & 0x1f);
      }
      *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 0x20;
    }
    if (iVar5 == 0xf) break;
    iVar5 = iVar5 + 1;
    uVar4 = *(uint *)(param_1 + 0xc);
    uVar3 = *(uint *)(param_1 + 8);
  }
  return (byte)param_1[0x10] ^ 1;
}

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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Return-type handling cheatsheet (DHookReturn)