L L4D2node

Array_SkipProp

0x00148c20 · 319 bytes · __cdecl

_Z14Array_SkipPropPK8SendPropP7bf_read

Decompiled

undefined (2 params)

/* Array_SkipProp(SendProp const*, bf_read*) */

void Array_SkipProp(SendProp *param_1,bf_read *param_2)

{
  int iVar1;
  int iVar2;
  uint *puVar3;
  undefined4 *puVar4;
  uint uVar5;
  int iVar6;
  uint uVar7;
  uint local_20;
  
  iVar1 = *(int *)(param_1 + 0x18);
  iVar6 = SendProp::GetNumArrayLengthBits(param_1);
  iVar2 = *(int *)(param_2 + 0x14);
  if (iVar2 < iVar6) {
    local_20 = *(uint *)(param_2 + 0x10);
    puVar3 = *(uint **)(param_2 + 0x18);
    if (puVar3 == *(uint **)(param_2 + 0x1c)) {
      *(undefined4 *)(param_2 + 0x14) = 1;
      *(undefined4 *)(param_2 + 0x10) = 0;
      *(uint **)(param_2 + 0x18) = puVar3 + 1;
      param_2[4] = (bf_read)0x1;
      return;
    }
    if (*(uint **)(param_2 + 0x1c) < puVar3) {
      param_2[4] = (bf_read)0x1;
      *(undefined4 *)(param_2 + 0x10) = 0;
      return;
    }
    *(uint **)(param_2 + 0x18) = puVar3 + 1;
    uVar7 = *puVar3;
    *(uint *)(param_2 + 0x10) = uVar7;
    if (param_2[4] != (bf_read)0x0) {
      return;
    }
    iVar6 = iVar6 - iVar2;
    uVar5 = (&CBitBuffer::s_nMaskTable)[iVar6];
    *(int *)(param_2 + 0x14) = 0x20 - iVar6;
    *(uint *)(param_2 + 0x10) = uVar7 >> ((byte)iVar6 & 0x1f);
    local_20 = (uVar5 & uVar7) << ((byte)iVar2 & 0x1f) | local_20;
  }
  else {
    local_20 = (&CBitBuffer::s_nMaskTable)[iVar6];
    *(int *)(param_2 + 0x14) = iVar2 - iVar6;
    local_20 = local_20 & *(uint *)(param_2 + 0x10);
    if (iVar2 - iVar6 == 0) {
      puVar4 = *(undefined4 **)(param_2 + 0x18);
      *(undefined4 *)(param_2 + 0x14) = 0x20;
      if (puVar4 == *(undefined4 **)(param_2 + 0x1c)) {
        *(undefined4 *)(param_2 + 0x14) = 1;
        *(undefined4 *)(param_2 + 0x10) = 0;
        *(undefined4 **)(param_2 + 0x18) = puVar4 + 1;
      }
      else if (*(undefined4 **)(param_2 + 0x1c) < puVar4) {
        param_2[4] = (bf_read)0x1;
        *(undefined4 *)(param_2 + 0x10) = 0;
      }
      else {
        *(undefined4 **)(param_2 + 0x18) = puVar4 + 1;
        *(undefined4 *)(param_2 + 0x10) = *puVar4;
      }
    }
    else {
      *(uint *)(param_2 + 0x10) = *(uint *)(param_2 + 0x10) >> ((byte)iVar6 & 0x1f);
    }
  }
  if ((int)local_20 < 1) {
    return;
  }
  uVar7 = 0;
  do {
    uVar7 = uVar7 + 1;
    (**(code **)(g_PropTypeFns + *(int *)(iVar1 + 8) * 0x24 + 0x20))(iVar1,param_2);
  } while (local_20 != uVar7);
  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)