NET_SetConVar::WriteToBuffer
0x000ab800 · 259 bytes · __thiscall
_ZN13NET_SetConVar13WriteToBufferER8bf_write
Decompiled
undefined (2 params)
/* NET_SetConVar::WriteToBuffer(bf_write&) */
byte __thiscall NET_SetConVar::WriteToBuffer(NET_SetConVar *this,bf_write *param_1)
{
uint uVar1;
int iVar2;
uint *puVar3;
int iVar4;
uint uVar5;
char *pcVar6;
uVar1 = (**(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 {
iVar2 = ((int)uVar5 >> 5) * 4;
uVar5 = uVar5 & 0x1f;
puVar3 = (uint *)(iVar2 + *(int *)param_1);
*puVar3 = *puVar3 & *(uint *)(&DAT_003f2db8 + uVar5 * 0x84) | uVar1 << (sbyte)uVar5;
iVar4 = 0x20 - uVar5;
if (iVar4 < 6) {
puVar3 = (uint *)(*(int *)param_1 + 4 + iVar2);
*puVar3 = uVar1 >> ((byte)iVar4 & 0x1f) | (&g_BitWriteMasks)[6 - iVar4] & *puVar3;
}
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 6;
}
uVar5 = *(uint *)(this + 0x58);
bf_write::WriteByte(param_1,uVar5);
if (0 < (int)uVar5) {
uVar1 = 0;
do {
iVar2 = uVar1 * 0x208;
uVar1 = uVar1 + 1;
pcVar6 = (char *)(iVar2 + *(int *)(this + 0x4c));
bf_write::WriteString(param_1,pcVar6);
bf_write::WriteString(param_1,pcVar6 + 0x104);
} while (uVar1 != uVar5);
}
return (byte)param_1[0x10] ^ 1;
}
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.