L L4D2node

SVC_ServerInfo::WriteToBuffer

0x000ab1b0 · 711 bytes · __thiscall

_ZN14SVC_ServerInfo13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

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

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

{
  byte *pbVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  SVC_ServerInfo SVar5;
  uint uVar6;
  uint *puVar7;
  sbyte local_20;
  
  uVar2 = (**(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 {
    iVar4 = ((int)uVar6 >> 5) * 4;
    uVar6 = uVar6 & 0x1f;
    puVar7 = (uint *)(iVar4 + *(int *)param_1);
    local_20 = (sbyte)uVar6;
    *puVar7 = uVar2 << local_20 | *puVar7 & *(uint *)(&DAT_003f2db8 + uVar6 * 0x84);
    iVar3 = 0x20 - uVar6;
    if (iVar3 < 6) {
      puVar7 = (uint *)(*(int *)param_1 + 4 + iVar4);
      *puVar7 = uVar2 >> ((byte)iVar3 & 0x1f) | (&g_BitWriteMasks)[6 - iVar3] & *puVar7;
    }
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 6;
  }
  bf_write::WriteShort(param_1,*(int *)(this + 0x4c));
  bf_write::WriteLong(param_1,*(long *)(this + 0x50));
  iVar4 = *(int *)(param_1 + 0xc);
  if (iVar4 < *(int *)(param_1 + 8)) {
    if (param_1[0x10] != (bf_write)0x0) {
      SVar5 = this[0x54];
      if (param_1[0x10] == (bf_write)0x0) goto LAB_000ab29a;
LAB_000ab43e:
      SVar5 = this[0x55];
LAB_000ab2cc:
      if (param_1[0x10] == (bf_write)0x0) {
        if (SVar5 == (SVC_ServerInfo)0x0) {
          pbVar1 = (byte *)(*(int *)param_1 + (iVar4 >> 3));
          *pbVar1 = *pbVar1 & ~(byte)(1 << ((byte)iVar4 & 7));
        }
        else {
          pbVar1 = (byte *)(*(int *)param_1 + (iVar4 >> 3));
          *pbVar1 = *pbVar1 | (byte)(1 << ((byte)iVar4 & 7));
        }
        *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
      }
      goto LAB_000ab304;
    }
    if (this[0x56] == (SVC_ServerInfo)0x0) {
      pbVar1 = (byte *)(*(int *)param_1 + (iVar4 >> 3));
      *pbVar1 = *pbVar1 & ~(byte)(1 << ((byte)iVar4 & 7));
    }
    else {
      pbVar1 = (byte *)(*(int *)param_1 + (iVar4 >> 3));
      *pbVar1 = *pbVar1 | (byte)(1 << ((byte)iVar4 & 7));
    }
    iVar4 = *(int *)(param_1 + 0xc) + 1;
    *(int *)(param_1 + 0xc) = iVar4;
    SVar5 = this[0x54];
    if (iVar4 < *(int *)(param_1 + 8)) {
      if (param_1[0x10] != (bf_write)0x0) goto LAB_000ab43e;
LAB_000ab29a:
      if (SVar5 == (SVC_ServerInfo)0x0) {
        pbVar1 = (byte *)(*(int *)param_1 + (iVar4 >> 3));
        *pbVar1 = *pbVar1 & ~(byte)(1 << ((byte)iVar4 & 7));
      }
      else {
        pbVar1 = (byte *)(*(int *)param_1 + (iVar4 >> 3));
        *pbVar1 = *pbVar1 | (byte)(1 << ((byte)iVar4 & 7));
      }
      iVar4 = *(int *)(param_1 + 0xc) + 1;
      *(int *)(param_1 + 0xc) = iVar4;
      SVar5 = this[0x55];
      if (iVar4 < *(int *)(param_1 + 8)) goto LAB_000ab2cc;
    }
  }
  param_1[0x10] = (bf_write)0x1;
LAB_000ab304:
  bf_write::WriteLong(param_1,*(long *)(this + 0x5c));
  bf_write::WriteLong(param_1,*(long *)(this + 0x60));
  bf_write::WriteWord(param_1,*(uint *)(this + 0x68));
  bf_write::WriteLong(param_1,*(long *)(this + 0x58));
  bf_write::WriteByte(param_1,*(uint *)(this + 0x6c));
  bf_write::WriteByte(param_1,*(uint *)(this + 100));
  bf_write::WriteFloat((float)param_1);
  bf_write::WriteChar(param_1,(int)(char)this[0x57]);
  bf_write::WriteString(param_1,*(char **)(this + 0x74));
  bf_write::WriteString(param_1,*(char **)(this + 0x78));
  bf_write::WriteString(param_1,*(char **)(this + 0x7c));
  bf_write::WriteString(param_1,*(char **)(this + 0x80));
  bf_write::WriteString(param_1,*(char **)(this + 0x84));
  bf_write::WriteString(param_1,*(char **)(this + 0x88));
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)