old_bf_read::ReadBitLong
0x00243620 · 156 bytes · __thiscall
_ZN11old_bf_read11ReadBitLongEib
Decompiled
undefined (3 params)
/* old_bf_read::ReadBitLong(int, bool) */
uint __thiscall old_bf_read::ReadBitLong(old_bf_read *this,int param_1,bool param_2)
{
int iVar1;
uint uVar2;
int iVar3;
uint uVar4;
if (param_2) {
uVar2 = ReadSBitLong(this,param_1);
return uVar2;
}
iVar1 = *(int *)(this + 0xc);
uVar2 = param_1 + iVar1;
if ((int)uVar2 <= *(int *)(this + 8)) {
iVar3 = iVar1 >> 5;
uVar4 = *(uint *)(*(int *)this + iVar3 * 4);
*(uint *)(this + 0xc) = uVar2;
uVar4 = uVar4 >> ((byte)iVar1 & 0x1f);
if (iVar3 == (int)(uVar2 - 1) >> 5) {
if (param_1 != 0x20) {
uVar4 = uVar4 & (&g_ExtraMasks)[param_1];
}
}
else {
uVar4 = (*(uint *)(*(int *)this + 4 + iVar3 * 4) & (&g_ExtraMasks)[uVar2 & 0x1f]) <<
((char)param_1 - (char)(uVar2 & 0x1f) & 0x1fU) | uVar4;
}
return uVar4;
}
*(int *)(this + 0xc) = *(int *)(this + 8);
this[0x10] = (old_bf_read)0x1;
return 0;
}
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.