CDeltaBitsReader::CDeltaBitsReader
0x00141560 · 145 bytes · __thiscall
_ZN16CDeltaBitsReaderC2EP7bf_read
Decompiled
undefined (2 params)
/* CDeltaBitsReader::CDeltaBitsReader(bf_read*) */
void __thiscall CDeltaBitsReader::CDeltaBitsReader(CDeltaBitsReader *this,bf_read *param_1)
{
int iVar1;
uint uVar2;
undefined4 *puVar3;
*(bf_read **)this = param_1;
this[4] = (CDeltaBitsReader)0x0;
*(undefined4 *)(this + 8) = 0xffffffff;
if ((param_1 != (bf_read *)0x0) && (*(int *)(param_1 + 0x20) != 0)) {
iVar1 = *(int *)(param_1 + 0x14);
uVar2 = *(uint *)(param_1 + 0x10);
*(int *)(param_1 + 0x14) = iVar1 + -1;
if (iVar1 + -1 == 0) {
puVar3 = *(undefined4 **)(param_1 + 0x18);
*(undefined4 *)(param_1 + 0x14) = 0x20;
if (puVar3 == *(undefined4 **)(param_1 + 0x1c)) {
*(undefined4 *)(param_1 + 0x14) = 1;
*(undefined4 *)(param_1 + 0x10) = 0;
*(undefined4 **)(param_1 + 0x18) = puVar3 + 1;
}
else if (*(undefined4 **)(param_1 + 0x1c) < puVar3) {
param_1[4] = (bf_read)0x1;
*(undefined4 *)(param_1 + 0x10) = 0;
}
else {
*(undefined4 **)(param_1 + 0x18) = puVar3 + 1;
*(undefined4 *)(param_1 + 0x10) = *puVar3;
}
}
else {
*(uint *)(param_1 + 0x10) = uVar2 >> 1;
}
this[0xc] = (CDeltaBitsReader)((byte)uVar2 & 1);
this[0xc] = (CDeltaBitsReader)((byte)this[0xc] & 1);
return;
}
this[0xc] = (CDeltaBitsReader)0x0;
return;
}
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.