SVC_CreateStringTable::WriteToBuffer
0x000ab910 · 1147 bytes · __thiscall
_ZN21SVC_CreateStringTable13WriteToBufferER8bf_write
Decompiled
undefined (2 params)
/* SVC_CreateStringTable::WriteToBuffer(bf_write&) */
void __thiscall SVC_CreateStringTable::WriteToBuffer(SVC_CreateStringTable *this,bf_write *param_1)
{
byte *pbVar1;
uint uVar2;
int iVar3;
SVC_CreateStringTable SVar4;
uint uVar5;
uint uVar6;
uint *puVar7;
int iVar8;
int iVar9;
uint local_20;
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 {
iVar3 = ((int)uVar5 >> 5) * 4;
uVar5 = uVar5 & 0x1f;
puVar7 = (uint *)(iVar3 + *(int *)param_1);
*puVar7 = uVar2 << (sbyte)uVar5 | *puVar7 & *(uint *)(&DAT_003f2db8 + uVar5 * 0x84);
iVar8 = 0x20 - uVar5;
if (iVar8 < 6) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
*puVar7 = uVar2 >> ((byte)iVar8 & 0x1f) | (&g_BitWriteMasks)[6 - iVar8] & *puVar7;
}
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 6;
}
*(undefined4 *)(this + 0x68) = *(undefined4 *)(this + 0x9c);
bf_write::WriteString(param_1,*(char **)(this + 0x4c));
bf_write::WriteWord(param_1,*(uint *)(this + 0x50));
iVar3 = Q_log2(*(uint *)(this + 0x50));
uVar5 = *(uint *)(this + 0x54);
uVar2 = *(uint *)(param_1 + 0xc);
iVar3 = iVar3 + 1;
uVar6 = *(uint *)(param_1 + 8);
if ((int)uVar6 < (int)(iVar3 + uVar2)) {
*(uint *)(param_1 + 0xc) = uVar6;
param_1[0x10] = (bf_write)0x1;
uVar5 = uVar6;
}
else {
uVar6 = uVar2 & 0x1f;
iVar8 = ((int)uVar2 >> 5) * 4;
puVar7 = (uint *)(iVar8 + *(int *)param_1);
*puVar7 = (&g_BitWriteMasks)[uVar6 * 0x21 + iVar3] & *puVar7 | uVar5 << (sbyte)uVar6;
iVar9 = 0x20 - uVar6;
if (iVar9 < iVar3) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar8);
*puVar7 = (&g_BitWriteMasks)[iVar3 - iVar9] & *puVar7 | uVar5 >> ((byte)iVar9 & 0x1f);
}
uVar6 = iVar3 + *(int *)(param_1 + 0xc);
*(uint *)(param_1 + 0xc) = uVar6;
uVar5 = *(uint *)(param_1 + 8);
}
uVar2 = *(uint *)(this + 0x68);
if ((int)uVar5 < (int)(uVar6 + 0x15)) {
*(uint *)(param_1 + 0xc) = uVar5;
uVar2 = uVar5;
LAB_000abb55:
param_1[0x10] = (bf_write)0x1;
if (this[0x58] == (SVC_CreateStringTable)0x0) goto LAB_000abab1;
LAB_000abb63:
uVar6 = *(uint *)(this + 0x5c);
if ((int)(uVar2 + 0xc) <= (int)uVar5) {
iVar3 = ((int)uVar2 >> 5) * 4;
uVar2 = uVar2 & 0x1f;
puVar7 = (uint *)(*(int *)param_1 + iVar3);
*puVar7 = *puVar7 & *(uint *)(&DAT_003f2dd0 + uVar2 * 0x84) | uVar6 << (sbyte)uVar2;
iVar8 = 0x20 - uVar2;
if (iVar8 < 0xc) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
*puVar7 = (&g_BitWriteMasks)[0xc - iVar8] & *puVar7 | uVar6 >> ((byte)iVar8 & 0x1f);
}
iVar3 = *(int *)(param_1 + 0xc);
uVar5 = iVar3 + 0xc;
*(uint *)(param_1 + 0xc) = uVar5;
local_20 = *(uint *)(this + 0x60);
uVar2 = *(uint *)(param_1 + 8);
if (iVar3 + 0x10 <= (int)*(uint *)(param_1 + 8)) goto LAB_000abbf4;
LAB_000abd6a:
uVar5 = uVar2;
*(uint *)(param_1 + 0xc) = uVar5;
uVar2 = uVar5;
goto LAB_000abc70;
}
*(uint *)(param_1 + 0xc) = uVar5;
param_1[0x10] = (bf_write)0x1;
local_20 = *(uint *)(this + 0x60);
uVar2 = uVar5;
if ((int)uVar5 < (int)(uVar5 + 4)) goto LAB_000abd6a;
LAB_000abbf4:
iVar3 = ((int)uVar5 >> 5) * 4;
uVar5 = uVar5 & 0x1f;
puVar7 = (uint *)(*(int *)param_1 + iVar3);
*puVar7 = *puVar7 & *(uint *)(&DAT_003f2db0 + uVar5 * 0x84) | local_20 << (sbyte)uVar5;
iVar8 = 0x20 - uVar5;
if (iVar8 < 4) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
*puVar7 = (&g_BitWriteMasks)[4 - iVar8] & *puVar7 | local_20 >> ((byte)iVar8 & 0x1f);
}
uVar2 = *(int *)(param_1 + 0xc) + 4;
uVar5 = *(uint *)(param_1 + 8);
*(uint *)(param_1 + 0xc) = uVar2;
SVar4 = this[0xa8];
if ((int)uVar5 <= (int)uVar2) goto LAB_000abc70;
LAB_000abac0:
if (param_1[0x10] == (bf_write)0x0) {
if (SVar4 == (SVC_CreateStringTable)0x0) {
pbVar1 = (byte *)(*(int *)param_1 + ((int)uVar2 >> 3));
*pbVar1 = *pbVar1 & ~(byte)(1 << ((byte)uVar2 & 7));
}
else {
pbVar1 = (byte *)(*(int *)param_1 + ((int)uVar2 >> 3));
*pbVar1 = *pbVar1 | (byte)(1 << ((byte)uVar2 & 7));
}
uVar2 = *(int *)(param_1 + 0xc) + 1;
uVar5 = *(uint *)(param_1 + 8);
*(uint *)(param_1 + 0xc) = uVar2;
local_20 = *(uint *)(this + 100);
if ((int)uVar5 <= (int)uVar2) {
LAB_000abc82:
*(uint *)(param_1 + 0xc) = uVar5;
param_1[0x10] = (bf_write)0x1;
goto LAB_000abb2e;
}
}
else {
local_20 = *(uint *)(this + 100);
}
}
else {
iVar3 = ((int)uVar6 >> 5) * 4;
uVar6 = uVar6 & 0x1f;
puVar7 = (uint *)(*(int *)param_1 + iVar3);
*puVar7 = *puVar7 & *(uint *)(&DAT_003f2df4 + uVar6 * 0x84) | uVar2 << (sbyte)uVar6;
iVar8 = 0x20 - uVar6;
if (iVar8 < 0x15) {
puVar7 = (uint *)(*(int *)param_1 + 4 + iVar3);
*puVar7 = (&g_BitWriteMasks)[0x15 - iVar8] & *puVar7 | uVar2 >> ((byte)iVar8 & 0x1f);
}
uVar2 = *(int *)(param_1 + 0xc) + 0x15;
uVar5 = *(uint *)(param_1 + 8);
*(uint *)(param_1 + 0xc) = uVar2;
if ((int)uVar5 <= (int)uVar2) goto LAB_000abb55;
if (param_1[0x10] == (bf_write)0x0) {
if (this[0x58] == (SVC_CreateStringTable)0x0) {
pbVar1 = (byte *)(*(int *)param_1 + ((int)uVar2 >> 3));
*pbVar1 = *pbVar1 & ~(byte)(1 << ((byte)uVar2 & 7));
}
else {
pbVar1 = (byte *)(*(int *)param_1 + ((int)uVar2 >> 3));
*pbVar1 = *pbVar1 | (byte)(1 << ((byte)uVar2 & 7));
}
uVar2 = *(int *)(param_1 + 0xc) + 1;
uVar5 = *(uint *)(param_1 + 8);
*(uint *)(param_1 + 0xc) = uVar2;
}
if (this[0x58] != (SVC_CreateStringTable)0x0) goto LAB_000abb63;
LAB_000abab1:
SVar4 = this[0xa8];
if ((int)uVar2 < (int)uVar5) goto LAB_000abac0;
LAB_000abc70:
param_1[0x10] = (bf_write)0x1;
local_20 = *(uint *)(this + 100);
if ((int)uVar5 <= (int)uVar2) goto LAB_000abc82;
}
puVar7 = (uint *)(*(int *)param_1 + ((int)uVar2 >> 5) * 4);
*puVar7 = *puVar7 & (&DAT_003f2da4)[(uVar2 & 0x1f) * 0x21] | local_20 << (sbyte)(uVar2 & 0x1f);
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
LAB_000abb2e:
bf_write::WriteBits(param_1,*(void **)(this + 0x90),*(int *)(this + 0x68));
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
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.