CDeltaEntityCache::AddDeltaBits
0x0016fef0 · 317 bytes · __thiscall
_ZN17CDeltaEntityCache12AddDeltaBitsEiiiP8bf_write
Decompiled
undefined (5 params)
/* CDeltaEntityCache::AddDeltaBits(int, int, int, bf_write*) */
void __thiscall
CDeltaEntityCache::AddDeltaBits
(CDeltaEntityCache *this,int param_1,int param_2,int param_3,bf_write *param_4)
{
size_t __size;
int *piVar1;
int *piVar2;
uint uVar3;
undefined4 *puVar4;
int *piVar5;
uint uVar6;
int iVar7;
bf_write local_58 [24];
undefined4 local_40;
undefined1 local_3c;
undefined4 local_38;
undefined4 local_34;
if (((-1 < param_1) && (param_1 < *(int *)(this + 4))) &&
(__size = *(size_t *)(this + 8), 0 < (int)__size)) {
iVar7 = param_3 + 7 >> 3;
uVar6 = iVar7 + 3;
if ((int)uVar6 < 0) {
uVar6 = iVar7 + 6;
}
piVar1 = *(int **)(this + param_1 * 4 + 0xc);
uVar6 = uVar6 & 0xfffffffc;
piVar2 = piVar1;
if (piVar1 == (int *)0x0) {
if ((int)__size < (int)(uVar6 + 0xc)) {
return;
}
puVar4 = malloc(__size);
*(undefined4 **)(this + param_1 * 4 + 0xc) = puVar4;
}
else {
do {
piVar5 = piVar2;
piVar2 = (int *)*piVar5;
} while ((int *)*piVar5 != (int *)0x0);
iVar7 = piVar5[2] + 7 >> 3;
uVar3 = iVar7 + 3;
if ((int)uVar3 < 0) {
uVar3 = iVar7 + 6;
}
puVar4 = (undefined4 *)((int)piVar5 + (uVar3 & 0xfffffffc) + 0xc);
if ((int)piVar1 + __size < (int)puVar4 + uVar6 + 0xc) {
return;
}
*puVar4 = puVar4;
}
*puVar4 = 0;
puVar4[1] = param_2;
puVar4[2] = param_3;
if (0 < param_3) {
local_3c = 0;
local_40 = 0;
local_38 = 0xffffffff;
local_34 = 0;
CBitRead::StartReading
((CBitRead *)&local_40,*(void **)param_4,*(int *)(param_4 + 4),
*(int *)(param_4 + 0xc),-1);
bf_write::bf_write(local_58,puVar4 + 3,uVar6,-1);
bf_write::WriteBitsFromBuffer(local_58,(bf_read *)&local_40,param_3);
}
}
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.