L L4D2node

CDeltaBitsWriter::CDeltaBitsWriter

0x00140d60 · 126 bytes · __thiscall

_ZN16CDeltaBitsWriterC1EP8bf_write

Decompiled

undefined (2 params)

/* CDeltaBitsWriter::CDeltaBitsWriter(bf_write*) */

void __thiscall CDeltaBitsWriter::CDeltaBitsWriter(CDeltaBitsWriter *this,bf_write *param_1)

{
  int iVar1;
  byte *pbVar2;
  CDeltaBitsWriter CVar3;
  
  *(undefined4 *)(this + 4) = 0xffffffff;
  *(bf_write **)this = param_1;
  CVar3 = (CDeltaBitsWriter)(*(int *)(sv_new_delta_bits._28_4_ + 0x30) != 0);
  this[8] = CVar3;
  iVar1 = *(int *)(param_1 + 0xc);
  if ((bool)CVar3) {
    if (iVar1 < *(int *)(param_1 + 8)) {
      if (param_1[0x10] != (bf_write)0x0) {
        return;
      }
      pbVar2 = (byte *)((iVar1 >> 3) + *(int *)param_1);
      *pbVar2 = *pbVar2 | (byte)(1 << ((byte)iVar1 & 7));
      *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
      return;
    }
  }
  else if (iVar1 < *(int *)(param_1 + 8)) {
    if (param_1[0x10] != (bf_write)0x0) {
      return;
    }
    pbVar2 = (byte *)((iVar1 >> 3) + *(int *)param_1);
    *pbVar2 = *pbVar2 & ~(byte)(1 << ((byte)iVar1 & 7));
    *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
    return;
  }
  param_1[0x10] = (bf_write)0x1;
  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)