L L4D2node

old_bf_read::CheckReadUBitLong

0x00242dd0 · 133 bytes · __thiscall

_ZN11old_bf_read17CheckReadUBitLongEi

Decompiled

undefined (2 params)

/* old_bf_read::CheckReadUBitLong(int) */

uint __thiscall old_bf_read::CheckReadUBitLong(old_bf_read *this,int param_1)

{
  byte bVar1;
  int iVar2;
  byte bVar3;
  int iVar4;
  uint local_18;
  int local_14;
  
  if (param_1 < 1) {
    local_14 = *(int *)(this + 0xc);
    local_18 = 0;
  }
  else {
    iVar2 = *(int *)(this + 0xc);
    local_14 = param_1 + iVar2;
    local_18 = 0;
    iVar4 = iVar2;
    do {
      bVar3 = (byte)iVar4;
      bVar1 = *(byte *)(*(int *)this + (iVar4 >> 3));
      iVar4 = iVar4 + 1;
      *(int *)(this + 0xc) = iVar4;
      local_18 = local_18 |
                 (uint)(((uint)bVar1 & 1 << (bVar3 & 7)) != 0) << (bVar3 - (char)iVar2 & 0x1f);
    } while (iVar4 != local_14);
  }
  *(int *)(this + 0xc) = local_14 - param_1;
  return local_18;
}

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)