L L4D2node

Int_Encode

0x00149610 · 195 bytes · __cdecl

_Z10Int_EncodePKhP8DVariantPK8SendPropP8bf_writei

Decompiled

undefined (5 params)

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

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

{
  int iVar1;
  int iVar2;
  uint uVar3;
  uint uVar4;
  int iVar5;
  uint *puVar6;
  
  iVar2 = *(int *)(param_3 + 0xc);
  if (((byte)param_3[0x3c] & 1) == 0) {
    bf_write::WriteSBitLong(param_4,*(int *)param_2,iVar2);
    return;
  }
  uVar4 = *(uint *)(param_4 + 0xc);
  uVar3 = *(uint *)param_2;
  if ((int)(iVar2 + uVar4) <= *(int *)(param_4 + 8)) {
    iVar1 = ((int)uVar4 >> 5) * 4;
    uVar4 = uVar4 & 0x1f;
    puVar6 = (uint *)(iVar1 + *(int *)param_4);
    *puVar6 = *puVar6 & (&g_BitWriteMasks)[uVar4 * 0x21 + iVar2] | uVar3 << (sbyte)uVar4;
    iVar5 = 0x20 - uVar4;
    if (iVar5 < iVar2) {
      puVar6 = (uint *)(*(int *)param_4 + 4 + iVar1);
      *puVar6 = (&g_BitWriteMasks)[iVar2 - iVar5] & *puVar6 | uVar3 >> ((byte)iVar5 & 0x1f);
    }
    *(int *)(param_4 + 0xc) = *(int *)(param_4 + 0xc) + iVar2;
    return;
  }
  *(int *)(param_4 + 0xc) = *(int *)(param_4 + 8);
  param_4[0x10] = (bf_write)0x1;
  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)