L L4D2node

gen_codes

0x000eac40 · 181 bytes · __cdecl

_Z9gen_codesR6TStateP7ct_datai

Decompiled

undefined (3 params)

/* gen_codes(TState&, ct_data*, int) */

void gen_codes(TState *param_1,ct_data *param_2,int param_3)

{
  ct_data *pcVar1;
  uint uVar2;
  int iVar3;
  uint uVar4;
  uint uVar5;
  ushort uVar6;
  uint uVar7;
  uint uVar8;
  ushort auStack_30 [16];
  
  iVar3 = 1;
  uVar6 = 0;
  do {
    uVar6 = (uVar6 + *(short *)(param_1 + iVar3 * 2 + 0xfe2)) * 2;
    auStack_30[iVar3] = uVar6;
    iVar3 = iVar3 + 1;
  } while (iVar3 != 0x10);
  if ((uint)uVar6 + (uint)*(ushort *)(param_1 + 0x1002) != 0x8000) {
    *(char **)(param_1 + 0x6afa4) = "inconsistent bit counts";
  }
  Trace("\ngen_codes: max_code %d ",param_3);
  pcVar1 = param_2 + param_3 * 4 + 4;
  if (-1 < param_3) {
    do {
      uVar7 = (uint)*(ushort *)(param_2 + 2);
      if (uVar7 != 0) {
        uVar6 = auStack_30[uVar7];
        auStack_30[uVar7] = uVar6 + 1;
        uVar5 = (uint)uVar6;
        uVar2 = 0;
        do {
          uVar8 = uVar2;
          uVar4 = uVar5 & 1;
          uVar7 = uVar7 - 1;
          uVar5 = uVar5 >> 1;
          uVar2 = (uVar4 | uVar8) * 2;
        } while (uVar7 != 0);
        *(ushort *)param_2 = (ushort)uVar4 | (ushort)uVar8;
      }
      param_2 = param_2 + 4;
    } while (param_2 != pcVar1);
  }
  return;
}

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)