old_bf_read::ReadBitVec3Normal
0x00244350 · 415 bytes · __thiscall
_ZN11old_bf_read17ReadBitVec3NormalER6Vector
Decompiled
undefined (2 params)
/* old_bf_read::ReadBitVec3Normal(Vector&) */
void __thiscall old_bf_read::ReadBitVec3Normal(old_bf_read *this,Vector *param_1)
{
byte bVar1;
int iVar2;
int iVar3;
bool bVar4;
bool bVar5;
longdouble lVar6;
float fVar7;
iVar2 = *(int *)(this + 0xc);
if (iVar2 < *(int *)(this + 8)) {
if (this[0x10] == (old_bf_read)0x0) {
bVar1 = *(byte *)(*(int *)this + (iVar2 >> 3));
iVar3 = iVar2 + 1;
*(int *)(this + 0xc) = iVar3;
bVar4 = ((uint)bVar1 & 1 << ((byte)iVar2 & 7)) != 0;
if (*(int *)(this + 8) <= iVar3) goto LAB_00244492;
bVar1 = *(byte *)(*(int *)this + (iVar3 >> 3));
*(int *)(this + 0xc) = iVar2 + 2;
bVar5 = ((uint)bVar1 & 1 << ((byte)iVar3 & 7)) != 0;
goto joined_r0x0024449a;
}
bVar5 = false;
LAB_002443de:
*(undefined4 *)param_1 = 0;
if (bVar5) {
LAB_002444c2:
lVar6 = (longdouble)ReadBitNormal(this);
*(float *)(param_1 + 4) = (float)lVar6;
goto LAB_002443f3;
}
}
else {
bVar4 = false;
LAB_00244492:
bVar5 = false;
this[0x10] = (old_bf_read)0x1;
joined_r0x0024449a:
if (!bVar4) goto LAB_002443de;
lVar6 = (longdouble)ReadBitNormal(this);
*(float *)param_1 = (float)lVar6;
if (bVar5) goto LAB_002444c2;
}
*(undefined4 *)(param_1 + 4) = 0;
LAB_002443f3:
iVar2 = *(int *)(this + 0xc);
if (iVar2 < *(int *)(this + 8)) {
if (this[0x10] == (old_bf_read)0x0) {
bVar1 = *(byte *)(*(int *)this + (iVar2 >> 3));
*(int *)(this + 0xc) = iVar2 + 1;
bVar4 = ((uint)bVar1 & 1 << ((byte)iVar2 & 7)) != 0;
}
else {
bVar4 = false;
}
}
else {
this[0x10] = (old_bf_read)0x1;
bVar4 = false;
}
fVar7 = *(float *)(param_1 + 4) * *(float *)(param_1 + 4) + *(float *)param_1 * *(float *)param_1;
if (fVar7 < 1.0) {
*(float *)(param_1 + 8) = SQRT(1.0 - fVar7);
}
else {
*(undefined4 *)(param_1 + 8) = 0;
}
if (bVar4) {
*(uint *)(param_1 + 8) = *(uint *)(param_1 + 8) ^ 0x80000000;
}
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
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.