L L4D2node

_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 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)