L L4D2node

bi_windup

0x000ebe50 · 339 bytes · __cdecl

_Z9bi_windupR6TState

Decompiled

undefined (1 param)

/* bi_windup(TState&) */

void bi_windup(TState *param_1)

{
  int iVar1;
  uint uVar2;
  
  if (*(int *)(param_1 + 0x1af5c) < 9) {
    if (0 < *(int *)(param_1 + 0x1af5c)) {
      uVar2 = *(uint *)(param_1 + 0x1af64);
      if (*(uint *)(param_1 + 0x1af68) <= uVar2) {
        (**(code **)(param_1 + 0x10))
                  (*(undefined4 *)param_1,*(undefined4 *)(param_1 + 0x1af60),param_1 + 0x1af64);
        uVar2 = *(uint *)(param_1 + 0x1af64);
        if (*(uint *)(param_1 + 0x1af68) <= uVar2) goto LAB_000ebeb7;
      }
      *(uint *)(param_1 + 0x1af64) = uVar2 + 1;
      *(char *)(*(int *)(param_1 + 0x1af60) + uVar2) = (char)*(undefined4 *)(param_1 + 0x1af58);
    }
  }
  else {
    uVar2 = *(uint *)(param_1 + 0x1af64);
    if (*(int *)(param_1 + 0x1af68) - 1U <= uVar2) {
      (**(code **)(param_1 + 0x10))
                (*(undefined4 *)param_1,*(undefined4 *)(param_1 + 0x1af60),param_1 + 0x1af64);
      uVar2 = *(uint *)(param_1 + 0x1af64);
      if (*(int *)(param_1 + 0x1af68) - 1U <= uVar2) goto LAB_000ebeb7;
    }
    *(uint *)(param_1 + 0x1af64) = uVar2 + 1;
    *(char *)(*(int *)(param_1 + 0x1af60) + uVar2) = (char)*(undefined4 *)(param_1 + 0x1af58);
    iVar1 = *(int *)(param_1 + 0x1af64);
    *(int *)(param_1 + 0x1af64) = iVar1 + 1;
    *(TState *)(*(int *)(param_1 + 0x1af60) + iVar1) = param_1[0x1af59];
  }
LAB_000ebeb7:
  if (*(int *)(param_1 + 0x1af54) != 0) {
    (**(code **)(param_1 + 0x10))
              (*(undefined4 *)param_1,*(undefined4 *)(param_1 + 0x1af60),param_1 + 0x1af64);
  }
  *(undefined4 *)(param_1 + 0x1af58) = 0;
  *(undefined4 *)(param_1 + 0x1af5c) = 0;
  *(uint *)(param_1 + 0x1af6c) = *(int *)(param_1 + 0x1af6c) + 7U & 0xfffffff8;
  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)