CBaseServer::UncompressPackedEntity
0x00108f20 · 393 bytes · __thiscall
_ZN11CBaseServer22UncompressPackedEntityEP12PackedEntityRi
Decompiled
undefined (3 params)
/* CBaseServer::UncompressPackedEntity(PackedEntity*, int&) */
void * __thiscall
CBaseServer::UncompressPackedEntity(CBaseServer *this,PackedEntity *param_1,int *param_2)
{
int iVar1;
undefined8 uVar2;
void *local_84;
bf_write local_7c [12];
int local_70;
char *local_64;
undefined1 local_60;
undefined4 local_5c;
undefined4 local_58;
char *local_40;
undefined1 local_3c;
undefined4 local_38;
undefined4 local_34;
uVar2 = CFrameSnapshotManager::GetCachedUncompressedEntity
((CFrameSnapshotManager *)framesnapshotmanager,param_1);
iVar1 = (int)uVar2;
if (0 < *(int *)(iVar1 + 8)) {
*param_2 = *(int *)(iVar1 + 8);
return (void *)(iVar1 + 0xc);
}
GetClassBaseline((ServerClass *)this,(void **)((ulonglong)uVar2 >> 0x20),(int *)this);
local_60 = 0;
local_5c = 0xffffffff;
local_58 = 0;
local_64 = "UncompressPackedEntity1";
CBitRead::StartReading((CBitRead *)&local_64,local_84,0,0,-1);
local_3c = 0;
local_38 = 0xffffffff;
local_34 = 0;
local_40 = "UncompressPackedEntity2";
CBitRead::StartReading
((CBitRead *)&local_40,*(void **)(param_1 + 0x24),
(int)((*(uint *)(param_1 + 0x28) & 0x7fffffff) + 7) >> 3,0,-1);
bf_write::bf_write(local_7c,"UncompressPackedEntity3",(void *)(iVar1 + 0xc),0x4000,-1);
RecvTable_MergeDeltas
(*(RecvTable **)(*(int *)(param_1 + 4) + 0xc),(bf_read *)&local_64,(bf_read *)&local_40,
local_7c,-1,(int *)0x0,false);
*(int *)(iVar1 + 8) = local_70;
*param_2 = local_70;
return (void *)(iVar1 + 0xc);
}
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.