L L4D2node

Array_Encode

0x001490d0 · 368 bytes · __cdecl

_Z12Array_EncodePKhP8DVariantPK8SendPropP8bf_writei

Decompiled

undefined (5 params)

/* Array_Encode(unsigned char const*, DVariant*, SendProp const*, bf_write*, int) */

void Array_Encode(uchar *param_1,DVariant *param_2,SendProp *param_3,bf_write *param_4,int param_5)

{
  int iVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  uint *puVar5;
  int iVar6;
  uchar *puVar7;
  uint local_38;
  undefined1 local_2c [12];
  undefined4 local_20;
  
  iVar1 = *(int *)(param_3 + 0x18);
  if (*(code **)(param_3 + 0x1c) == (code *)0x0) {
    local_38 = *(uint *)(param_3 + 0x20);
  }
  else {
    uVar2 = (**(code **)(param_3 + 0x1c))(param_1,param_5);
    local_38 = *(uint *)(param_3 + 0x20);
    if ((int)uVar2 <= (int)*(uint *)(param_3 + 0x20)) {
      local_38 = uVar2;
    }
  }
  iVar3 = SendProp::GetNumArrayLengthBits(param_3);
  uVar2 = *(uint *)(param_4 + 0xc);
  if (*(int *)(param_4 + 8) < (int)(iVar3 + uVar2)) {
    *(int *)(param_4 + 0xc) = *(int *)(param_4 + 8);
    param_4[0x10] = (bf_write)0x1;
  }
  else {
    iVar4 = ((int)uVar2 >> 5) * 4;
    uVar2 = uVar2 & 0x1f;
    puVar5 = (uint *)(iVar4 + *(int *)param_4);
    *puVar5 = local_38 << (sbyte)uVar2 | (&g_BitWriteMasks)[uVar2 * 0x21 + iVar3] & *puVar5;
    iVar6 = 0x20 - uVar2;
    if (iVar6 < iVar3) {
      puVar5 = (uint *)(*(int *)param_4 + 4 + iVar4);
      *puVar5 = (&g_BitWriteMasks)[iVar3 - iVar6] & *puVar5 | local_38 >> ((byte)iVar6 & 0x1f);
    }
    *(int *)(param_4 + 0xc) = *(int *)(param_4 + 0xc) + iVar3;
  }
  uVar2 = 0;
  puVar7 = param_1 + *(int *)(iVar1 + 0x4c);
  if (0 < (int)local_38) {
    do {
      local_20 = 1;
      (**(code **)(iVar1 + 0x40))(iVar1,param_1,puVar7,local_2c,uVar2,param_5);
      (**(code **)(g_PropTypeFns + *(int *)(iVar1 + 8) * 0x24))
                (param_1,local_2c,iVar1,param_4,param_5);
      puVar7 = puVar7 + *(int *)(param_3 + 0x24);
      uVar2 = uVar2 + 1;
    } while (uVar2 != local_38);
  }
  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)