L L4D2node

DataTable_MaybeWriteSendTableBuffer

0x001444c0 · 145 bytes · __regparm3

_Z35DataTable_MaybeWriteSendTableBufferP9SendTableP8bf_writeb.part.39

Decompiled

undefined (3 params)

/* DataTable_MaybeWriteSendTableBuffer(SendTable*, bf_write*, bool) [clone .part.39] */

void __regparm3
DataTable_MaybeWriteSendTableBuffer(SendTable *param_1,bf_write *param_2,bool param_3)

{
  int iVar1;
  byte *pbVar2;
  
  param_1[0x10] = (SendTable)((byte)param_1[0x10] | 2);
  iVar1 = *(int *)(param_2 + 0xc);
  if (iVar1 < *(int *)(param_2 + 8)) {
    if (param_2[0x10] == (bf_write)0x0) {
      pbVar2 = (byte *)((iVar1 >> 3) + *(int *)param_2);
      *pbVar2 = *pbVar2 | (byte)(1 << ((byte)iVar1 & 7));
      iVar1 = *(int *)(param_2 + 0xc) + 1;
      *(int *)(param_2 + 0xc) = iVar1;
      if (*(int *)(param_2 + 8) <= iVar1) goto LAB_00144540;
    }
    if (param_2[0x10] == (bf_write)0x0) {
      if (param_3) {
        pbVar2 = (byte *)(*(int *)param_2 + (iVar1 >> 3));
        *pbVar2 = *pbVar2 | (byte)(1 << ((byte)iVar1 & 7));
      }
      else {
        pbVar2 = (byte *)(*(int *)param_2 + (iVar1 >> 3));
        *pbVar2 = *pbVar2 & ~(byte)(1 << ((byte)iVar1 & 7));
      }
      *(int *)(param_2 + 0xc) = *(int *)(param_2 + 0xc) + 1;
    }
  }
  else {
LAB_00144540:
    param_2[0x10] = (bf_write)0x1;
  }
  SendTable_WriteInfos(param_1,param_2);
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)