String_Encode
0x00149a00 · 234 bytes · __cdecl
_Z13String_EncodePKhP8DVariantPK8SendPropP8bf_writei
Decompiled
undefined (5 params)
/* String_Encode(unsigned char const*, DVariant*, SendProp const*, bf_write*, int) */
void String_Encode(uchar *param_1,DVariant *param_2,SendProp *param_3,bf_write *param_4,int param_5)
{
int iVar1;
uint uVar2;
int iVar3;
uint *puVar4;
uint local_24;
int local_20;
local_24 = 0;
do {
if (*(char *)(*(int *)param_2 + local_24) == '\0') {
local_20 = local_24 * 8;
goto LAB_00149a3a;
}
local_24 = local_24 + 1;
} while (local_24 != 0x1ff);
local_20 = 0xff8;
local_24 = 0x1ff;
LAB_00149a3a:
uVar2 = *(uint *)(param_4 + 0xc);
if (*(int *)(param_4 + 8) < (int)(uVar2 + 9)) {
*(int *)(param_4 + 0xc) = *(int *)(param_4 + 8);
param_4[0x10] = (bf_write)0x1;
}
else {
iVar1 = ((int)uVar2 >> 5) * 4;
uVar2 = uVar2 & 0x1f;
puVar4 = (uint *)(*(int *)param_4 + iVar1);
iVar3 = 0x20 - uVar2;
*puVar4 = local_24 << (sbyte)uVar2 | *puVar4 & *(uint *)(&DAT_003f2dc4 + uVar2 * 0x84);
if (iVar3 < 9) {
puVar4 = (uint *)(*(int *)param_4 + 4 + iVar1);
*puVar4 = (&g_BitWriteMasks)[9 - iVar3] & *puVar4 | local_24 >> ((byte)iVar3 & 0x1f);
}
*(int *)(param_4 + 0xc) = *(int *)(param_4 + 0xc) + 9;
}
bf_write::WriteBits(param_4,*(void **)param_2,local_20);
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.