Vector_SkipProp
0x00148740 · 126 bytes · __cdecl
_Z15Vector_SkipPropPK8SendPropP7bf_read
Decompiled
undefined (2 params)
/* Vector_SkipProp(SendProp const*, bf_read*) */
void Vector_SkipProp(SendProp *param_1,bf_read *param_2)
{
int iVar1;
int iVar2;
Float_SkipProp(param_1,param_2);
Float_SkipProp(param_1,param_2);
if (((byte)param_1[0x3c] & 0x20) != 0) {
if (*(int *)(param_2 + 0x20) == 0) {
iVar2 = 1;
}
else {
iVar1 = (((uint)(*(int *)(param_2 + 0x18) - *(int *)(param_2 + 0x20)) >> 2) * 0x20 -
*(int *)(param_2 + 0x14)) + (*(uint *)(param_2 + 0xc) & 3) * 8;
iVar2 = *(int *)(param_2 + 8);
if (iVar1 <= *(int *)(param_2 + 8)) {
iVar2 = iVar1;
}
iVar2 = iVar2 + 1;
}
CBitRead::Seek((CBitRead *)param_2,iVar2);
return;
}
Float_SkipProp(param_1,param_2);
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.