L L4D2node

SVC_ClassInfo::WriteToBuffer

0x000ab4b0 · 537 bytes · __thiscall

_ZN13SVC_ClassInfo13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

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

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

{
  byte *pbVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  uint uVar5;
  uint uVar6;
  uint *puVar7;
  int iVar8;
  int iVar9;
  uint *puVar10;
  
  if (this[0x4c] == (SVC_ClassInfo)0x0) {
    *(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x5c);
  }
  uVar2 = (**(code **)(*(int *)this + 0x24))(this);
  uVar5 = *(uint *)(param_1 + 0xc);
  if (*(int *)(param_1 + 8) < (int)(uVar5 + 6)) {
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 8);
    param_1[0x10] = (bf_write)0x1;
  }
  else {
    iVar9 = ((int)uVar5 >> 5) * 4;
    uVar5 = uVar5 & 0x1f;
    puVar10 = (uint *)(iVar9 + *(int *)param_1);
    *puVar10 = uVar2 << (sbyte)uVar5 | *puVar10 & *(uint *)(&DAT_003f2db8 + uVar5 * 0x84);
    iVar8 = 0x20 - uVar5;
    if (iVar8 < 6) {
      puVar10 = (uint *)(*(int *)param_1 + 4 + iVar9);
      *puVar10 = uVar2 >> ((byte)iVar8 & 0x1f) | (&g_BitWriteMasks)[6 - iVar8] & *puVar10;
    }
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 6;
  }
  bf_write::WriteShort(param_1,*(int *)(this + 100));
  iVar9 = Q_log2(*(uint *)(this + 100));
  iVar8 = *(int *)(param_1 + 0xc);
  if (iVar8 < *(int *)(param_1 + 8)) {
    if (param_1[0x10] == (bf_write)0x0) {
      if (this[0x4c] == (SVC_ClassInfo)0x0) {
        pbVar1 = (byte *)(*(int *)param_1 + (iVar8 >> 3));
        *pbVar1 = *pbVar1 & ~(byte)(1 << ((byte)iVar8 & 7));
      }
      else {
        pbVar1 = (byte *)(*(int *)param_1 + (iVar8 >> 3));
        *pbVar1 = *pbVar1 | (byte)(1 << ((byte)iVar8 & 7));
      }
      *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
    }
  }
  else {
    param_1[0x10] = (bf_write)0x1;
  }
  if (this[0x4c] == (SVC_ClassInfo)0x0) {
    iVar9 = iVar9 + 1;
    iVar8 = 0;
    if (0 < *(int *)(this + 100)) {
      do {
        puVar10 = (uint *)(iVar8 * 0x204 + *(int *)(this + 0x50));
        uVar5 = *puVar10;
        uVar2 = *(uint *)(param_1 + 0xc);
        if (*(int *)(param_1 + 8) < (int)(iVar9 + uVar2)) {
          *(int *)(param_1 + 0xc) = *(int *)(param_1 + 8);
          param_1[0x10] = (bf_write)0x1;
        }
        else {
          uVar6 = uVar2 & 0x1f;
          iVar3 = ((int)uVar2 >> 5) * 4;
          puVar7 = (uint *)(*(int *)param_1 + iVar3);
          *puVar7 = (&g_BitWriteMasks)[uVar6 * 0x21 + iVar9] & *puVar7 | uVar5 << (sbyte)uVar6;
          iVar4 = 0x20 - uVar6;
          if (iVar4 < iVar9) {
            puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
            *puVar7 = (&g_BitWriteMasks)[iVar9 - iVar4] & *puVar7 | uVar5 >> ((byte)iVar4 & 0x1f);
          }
          *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + iVar9;
        }
        iVar8 = iVar8 + 1;
        bf_write::WriteString(param_1,(char *)(puVar10 + 0x41));
        bf_write::WriteString(param_1,(char *)(puVar10 + 1));
      } while (iVar8 < *(int *)(this + 100));
    }
  }
  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)