L L4D2node

CBitWrite::WriteBits

0x00255b80 · 481 bytes · __thiscall

_ZN9CBitWrite9WriteBitsEPKvi

Decompiled

undefined (3 params)

/* CBitWrite::WriteBits(void const*, int) */

byte __thiscall CBitWrite::WriteBits(CBitWrite *this,void *param_1,int param_2)

{
  uint *puVar1;
  byte bVar2;
  byte bVar3;
  byte bVar4;
  int iVar5;
  uint uVar6;
  uint uVar7;
  byte *local_18;
  
  iVar5 = *(int *)(this + 0x14);
  if (*(int *)(this + 8) <
      (0x20 - iVar5) + (*(int *)(this + 0x18) - *(int *)(this + 0x20)) * 8 + param_2) {
    this[4] = (CBitWrite)0x1;
    return 0;
  }
  if (param_2 < 8) {
    local_18 = param_1;
  }
  else {
    uVar6 = param_2 - 8U >> 3;
    local_18 = (byte *)((int)param_1 + uVar6 + 1);
    while( true ) {
      bVar3 = *(byte *)param_1;
      bVar2 = (byte)iVar5;
      if (iVar5 < 8) {
        puVar1 = *(uint **)(this + 0x18);
        uVar7 = ((&CBitBuffer::s_nMaskTable)[iVar5] & (uint)bVar3) << (0x20 - bVar2 & 0x1f) |
                *(uint *)(this + 0x10);
        *(uint *)(this + 0x10) = uVar7;
        if (puVar1 == *(uint **)(this + 0x1c)) {
          this[4] = (CBitWrite)0x1;
        }
        else {
          *(uint **)(this + 0x18) = puVar1 + 1;
          *puVar1 = uVar7;
        }
        *(int *)(this + 0x14) = iVar5 + 0x18;
        *(uint *)(this + 0x10) = (uint)(bVar3 >> (bVar2 & 0x1f));
      }
      else {
        *(int *)(this + 0x14) = iVar5 + -8;
        uVar7 = (uint)bVar3 << (0x20 - bVar2 & 0x1f) | *(uint *)(this + 0x10);
        *(uint *)(this + 0x10) = uVar7;
        if (iVar5 + -8 == 0) {
          puVar1 = *(uint **)(this + 0x18);
          if (puVar1 == *(uint **)(this + 0x1c)) {
            this[4] = (CBitWrite)0x1;
          }
          else {
            *(uint **)(this + 0x18) = puVar1 + 1;
            *puVar1 = uVar7;
          }
          *(undefined4 *)(this + 0x10) = 0;
          *(undefined4 *)(this + 0x14) = 0x20;
        }
      }
      if ((byte *)((int)param_1 + 1) == local_18) break;
      param_1 = (void *)((int)param_1 + 1);
      iVar5 = *(int *)(this + 0x14);
    }
    param_2 = (param_2 - 8U) + uVar6 * -8;
  }
  if (param_2 != 0) {
    iVar5 = *(int *)(this + 0x14);
    bVar3 = *local_18;
    bVar2 = (byte)iVar5;
    if (iVar5 < param_2) {
      puVar1 = *(uint **)(this + 0x18);
      uVar6 = ((&CBitBuffer::s_nMaskTable)[iVar5] & (uint)bVar3) << (0x20 - bVar2 & 0x1f) |
              *(uint *)(this + 0x10);
      *(uint *)(this + 0x10) = uVar6;
      if (puVar1 == *(uint **)(this + 0x1c)) {
        this[4] = (CBitWrite)0x1;
        bVar4 = 0;
      }
      else {
        *(uint **)(this + 0x18) = puVar1 + 1;
        *puVar1 = uVar6;
        bVar4 = (byte)this[4] ^ 1;
      }
      *(uint *)(this + 0x10) = (uint)(bVar3 >> (bVar2 & 0x1f));
      *(int *)(this + 0x14) = 0x20 - (param_2 - iVar5);
      return bVar4;
    }
    uVar6 = (&CBitBuffer::s_nMaskTable)[param_2];
    *(int *)(this + 0x14) = iVar5 - param_2;
    uVar6 = (bVar3 & uVar6) << (0x20 - bVar2 & 0x1f) | *(uint *)(this + 0x10);
    *(uint *)(this + 0x10) = uVar6;
    if (iVar5 - param_2 == 0) {
      puVar1 = *(uint **)(this + 0x18);
      if (puVar1 == *(uint **)(this + 0x1c)) {
        this[4] = (CBitWrite)0x1;
        bVar3 = 0;
      }
      else {
        *(uint **)(this + 0x18) = puVar1 + 1;
        *puVar1 = uVar6;
        bVar3 = (byte)this[4] ^ 1;
      }
      *(undefined4 *)(this + 0x10) = 0;
      *(undefined4 *)(this + 0x14) = 0x20;
      return bVar3;
    }
  }
  return (byte)this[4] ^ 1;
}

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)