L L4D2node

CDeltaCalculator::CDeltaCalculator

0x00154610 · 285 bytes · __thiscall

_ZN16CDeltaCalculatorC1EP17CSendTablePrecalcPKviS3_iPiii

Decompiled

undefined (9 params)

/* CDeltaCalculator::CDeltaCalculator(CSendTablePrecalc*, void const*, int, void const*, int, int*,
   int, int) */

void __thiscall
CDeltaCalculator::CDeltaCalculator
          (CDeltaCalculator *this,CSendTablePrecalc *param_1,void *param_2,int param_3,void *param_4
          ,int param_5,int *param_6,int param_7,int param_8)

{
  int iVar1;
  int iVar2;
  
  this[8] = (CDeltaCalculator)0x0;
  *(undefined4 *)(this + 0xc) = 0xffffffff;
  *(undefined4 *)(this + 0x10) = 0;
  *(char **)(this + 4) = "CDeltaCalculator->m_bfFromState";
  CBitRead::StartReading((CBitRead *)(this + 4),param_2,param_3 + 7 >> 3,0,param_3);
  this[0x2c] = (CDeltaCalculator)0x0;
  *(undefined4 *)(this + 0x30) = 0xffffffff;
  *(undefined4 *)(this + 0x34) = 0;
  *(char **)(this + 0x28) = "CDeltaCalculator->m_bfToState";
  CBitRead::StartReading((CBitRead *)(this + 0x28),param_4,param_5 + 7 >> 3,0,param_5);
  CDeltaBitsReader::CDeltaBitsReader((CDeltaBitsReader *)(this + 0x4c),(bf_read *)(this + 4));
                    /* try { // try from 001546c3 to 001546c7 has its CatchHandler @ 00154736 */
  CDeltaBitsReader::CDeltaBitsReader((CDeltaBitsReader *)(this + 0x5c),(bf_read *)(this + 0x28));
  *(undefined4 *)(this + 0x84) = 0;
  *(CSendTablePrecalc **)this = param_1;
  *(int *)(this + 0x6c) = param_8;
  *(int **)(this + 0x7c) = param_6;
  *(int *)(this + 0x80) = param_7;
  if (param_2 != (void *)0x0) {
                    /* try { // try from 001546f6 to 001546fa has its CatchHandler @ 00154748 */
    iVar1 = CDeltaBitsReader::ReadNextPropIndex((CDeltaBitsReader *)(this + 0x4c));
    *(undefined4 *)(this + 0x74) = 0xffffffff;
    iVar2 = 0x7fffffff;
    if (-1 < iVar1) {
      iVar2 = iVar1;
    }
    *(int *)(this + 0x70) = iVar2;
    return;
  }
  *(undefined4 *)(this + 0x70) = 0x7fffffff;
  *(undefined4 *)(this + 0x74) = 0xffffffff;
  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)