L L4D2node

old_bf_read::ReadBitCellCoord

0x00243e60 · 574 bytes · __thiscall

_ZN11old_bf_read16ReadBitCellCoordEi13EBitCoordType

Decompiled

undefined (3 params)

/* old_bf_read::ReadBitCellCoord(int, EBitCoordType) */

longdouble __thiscall old_bf_read::ReadBitCellCoord(old_bf_read *this,int param_1,int param_3)

{
  uint uVar1;
  int iVar2;
  uint uVar3;
  uint uVar4;
  int iVar5;
  float fVar6;
  double dVar7;
  double dVar8;
  double dVar9;
  
  iVar2 = *(int *)(this + 0xc);
  iVar5 = iVar2 >> 5;
  if (param_3 == 2) {
    uVar3 = param_1 + iVar2;
    if (*(int *)(this + 8) < (int)uVar3) {
      *(int *)(this + 0xc) = *(int *)(this + 8);
      fVar6 = 0.0;
      this[0x10] = (old_bf_read)0x1;
    }
    else {
      uVar4 = *(uint *)(*(int *)this + iVar5 * 4);
      *(uint *)(this + 0xc) = uVar3;
      uVar4 = uVar4 >> ((byte)iVar2 & 0x1f);
      if (iVar5 == (int)(uVar3 - 1) >> 5) {
        if (param_1 != 0x20) {
          uVar4 = uVar4 & (&g_ExtraMasks)[param_1];
        }
        fVar6 = (float)(uVar4 >> 0x10) * 65536.0 + (float)(uVar4 & 0xffff);
      }
      else {
        uVar4 = (*(uint *)(*(int *)this + 4 + iVar5 * 4) & (&g_ExtraMasks)[uVar3 & 0x1f]) <<
                ((char)param_1 - (char)(uVar3 & 0x1f) & 0x1fU) | uVar4;
        fVar6 = (float)(uVar4 >> 0x10) * 65536.0 + (float)(uVar4 & 0xffff);
      }
    }
  }
  else {
    uVar3 = *(uint *)(this + 8);
    uVar4 = param_1 + iVar2;
    if ((int)uVar3 < (int)uVar4) {
      *(uint *)(this + 0xc) = uVar3;
      dVar9 = 0.0;
      this[0x10] = (old_bf_read)0x1;
      uVar4 = uVar3;
    }
    else {
      uVar1 = *(uint *)(*(int *)this + iVar5 * 4);
      *(uint *)(this + 0xc) = uVar4;
      uVar1 = uVar1 >> ((byte)iVar2 & 0x1f);
      if (iVar5 == (int)(uVar4 - 1) >> 5) {
        if (param_1 == 0x20) {
          dVar9 = (double)(int)uVar1;
        }
        else {
          dVar9 = (double)(int)(uVar1 & (&g_ExtraMasks)[param_1]);
        }
      }
      else {
        dVar9 = (double)(int)((*(uint *)(*(int *)this + 4 + iVar5 * 4) &
                              (&g_ExtraMasks)[uVar4 & 0x1f]) <<
                              ((char)param_1 - (char)(uVar4 & 0x1f) & 0x1fU) | uVar1);
      }
    }
    iVar2 = (-(uint)(param_3 != 1) & 2) + 3;
    uVar1 = iVar2 + uVar4;
    if ((int)uVar3 < (int)uVar1) {
      *(uint *)(this + 0xc) = uVar3;
      dVar7 = 0.0;
      this[0x10] = (old_bf_read)0x1;
    }
    else {
      iVar5 = (int)uVar4 >> 5;
      uVar3 = *(uint *)(*(int *)this + iVar5 * 4);
      *(uint *)(this + 0xc) = uVar1;
      uVar3 = uVar3 >> ((byte)uVar4 & 0x1f);
      if (iVar5 == (int)(uVar1 - 1) >> 5) {
        dVar7 = (double)(int)(uVar3 & (&g_ExtraMasks)[iVar2]);
      }
      else {
        dVar7 = (double)(int)(((&g_ExtraMasks)[uVar1 & 0x1f] &
                              *(uint *)(*(int *)this + 4 + iVar5 * 4)) <<
                              ((char)iVar2 - (char)(uVar1 & 0x1f) & 0x1fU) | uVar3);
      }
    }
    if (param_3 != 1) {
      dVar8 = 0.03125;
    }
    else {
      dVar8 = 0.125;
    }
    fVar6 = (float)(dVar7 * dVar8 + dVar9);
  }
  return (longdouble)fVar6;
}

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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.



        

        

          

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