_DTI_HookDeltaBits
0x0014af50 · 54 bytes · __cdecl
_Z18_DTI_HookDeltaBitsP12CRecvDecoderiii
Decompiled
undefined (4 params)
/* _DTI_HookDeltaBits(CRecvDecoder*, int, int, int) */
void _DTI_HookDeltaBits(CRecvDecoder *param_1,int param_2,int param_3,int param_4)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(param_1 + 0x148);
if (iVar1 != 0) {
iVar2 = param_2 * 0x20 + *(int *)(iVar1 + 0x10);
*(int *)(iVar2 + 0x14) = *(int *)(iVar2 + 0x14) + param_3;
*(int *)(iVar2 + 0x1c) = param_2;
*(int *)(iVar2 + 0x10) = *(int *)(iVar2 + 0x10) + 1;
*(int *)(iVar2 + 0x18) = *(int *)(iVar2 + 0x18) + param_4;
*(undefined1 *)(iVar1 + 0x24) = 1;
}
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.