L L4D2node

CDeltaBitsWriter::~CDeltaBitsWriter

0x00140df0 · 288 bytes · __thiscall

_ZN16CDeltaBitsWriterD2Ev

Decompiled

undefined (1 param)

/* CDeltaBitsWriter::~CDeltaBitsWriter() */

void __thiscall CDeltaBitsWriter::~CDeltaBitsWriter(CDeltaBitsWriter *this)

{
  int *piVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  uint *puVar5;
  byte *pbVar6;
  
  piVar1 = *(int **)this;
  if (this[8] == (CDeltaBitsWriter)0x0) {
LAB_00140e08:
    uVar2 = piVar1[3];
    iVar3 = piVar1[2];
  }
  else {
    iVar3 = piVar1[3];
    if (iVar3 < piVar1[2]) {
      if ((char)piVar1[4] == '\0') {
        pbVar6 = (byte *)((iVar3 >> 3) + *piVar1);
        *pbVar6 = *pbVar6 & ~(byte)(1 << ((byte)iVar3 & 7));
        piVar1[3] = piVar1[3] + 1;
        goto LAB_00140ec9;
      }
    }
    else {
      *(undefined1 *)(piVar1 + 4) = 1;
LAB_00140ec9:
      piVar1 = *(int **)this;
      if (this[8] == (CDeltaBitsWriter)0x0) goto LAB_00140e08;
    }
    uVar2 = piVar1[3];
    iVar3 = piVar1[2];
    if ((int)uVar2 < iVar3) {
      if ((char)piVar1[4] == '\0') {
        pbVar6 = (byte *)(((int)uVar2 >> 3) + *piVar1);
        *pbVar6 = *pbVar6 & ~(byte)(1 << ((byte)uVar2 & 7));
        iVar3 = piVar1[2];
        uVar2 = piVar1[3] + 1;
        piVar1[3] = uVar2;
      }
    }
    else {
      *(undefined1 *)(piVar1 + 4) = 1;
    }
  }
  if ((int)(uVar2 + 0xe) <= iVar3) {
    iVar3 = ((int)uVar2 >> 5) * 4;
    uVar2 = uVar2 & 0x1f;
    puVar5 = (uint *)(*piVar1 + iVar3);
    *puVar5 = *puVar5 & *(uint *)(&DAT_003f2dd8 + uVar2 * 0x84) | 0x3fff << (sbyte)uVar2;
    iVar4 = 0x20 - uVar2;
    if (iVar4 < 0xe) {
      puVar5 = (uint *)(*piVar1 + 4 + iVar3);
      *puVar5 = (&g_BitWriteMasks)[0xe - iVar4] & *puVar5 | 0x3fffU >> ((byte)iVar4 & 0x1f);
    }
    piVar1[3] = piVar1[3] + 0xe;
    return;
  }
  piVar1[3] = iVar3;
  *(undefined1 *)(piVar1 + 4) = 1;
  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)