SVC_Menu::WriteToBuffer
0x000b6c00 · 366 bytes · __thiscall
_ZN8SVC_Menu13WriteToBufferER8bf_write
Decompiled
undefined (2 params)
/* SVC_Menu::WriteToBuffer(bf_write&) */
byte __thiscall SVC_Menu::WriteToBuffer(SVC_Menu *this,bf_write *param_1)
{
uint uVar1;
int iVar2;
uint *puVar3;
int iVar4;
uint uVar5;
byte bVar6;
void *local_54 [4];
uint local_44;
if (*(int *)(this + 0x4c) != 0) {
CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_54,0,0,0);
/* try { // try from 000b6c48 to 000b6d14 has its CatchHandler @ 000b6d7c */
CUtlBuffer::ActivateByteSwapping((CUtlBuffer *)local_54,true);
KeyValues::WriteAsBinary(*(KeyValues **)(this + 0x4c),(CUtlBuffer *)local_54);
if ((int)local_44 < 0x1001) {
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 = uVar1 << (sbyte)uVar5 | *puVar3 & *(uint *)(&DAT_003f2db8 + uVar5 * 0x84);
iVar4 = 0x20 - uVar5;
if (iVar4 < 6) {
puVar3 = (uint *)(*(int *)param_1 + 4 + iVar2);
*puVar3 = (&g_BitWriteMasks)[6 - iVar4] & *puVar3 | uVar1 >> ((byte)iVar4 & 0x1f);
}
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 6;
}
bf_write::WriteShort(param_1,*(int *)(this + 0x50));
bf_write::WriteWord(param_1,local_44);
bf_write::WriteBytes(param_1,local_54[0],local_44);
bVar6 = (byte)param_1[0x10] ^ 1;
}
else {
Msg("Too much menu data (4096 bytes max)\n");
bVar6 = 0;
}
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_54);
return bVar6;
}
return 0;
}
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.