L L4D2node

CBitWrite::WriteBitVec3Normal

0x00256cd0 · 450 bytes · __thiscall

_ZN9CBitWrite18WriteBitVec3NormalERK6Vector

Decompiled

undefined (2 params)

/* CBitWrite::WriteBitVec3Normal(Vector const&) */

void __thiscall CBitWrite::WriteBitVec3Normal(CBitWrite *this,Vector *param_1)

{
  float fVar1;
  float fVar2;
  int iVar3;
  uint *puVar4;
  uint uVar5;
  int iVar6;
  uint uVar7;
  
  fVar1 = *(float *)param_1;
  if (0.0004885198 <= fVar1) {
    fVar2 = *(float *)(param_1 + 4);
    uVar5 = 1;
  }
  else {
    fVar2 = *(float *)(param_1 + 4);
    uVar5 = (uint)(fVar1 <= -0.0004885198);
  }
  if (fVar2 < 0.0004885198) {
    uVar7 = (uint)(fVar2 <= -0.0004885198);
  }
  else {
    uVar7 = 1;
  }
  iVar3 = *(int *)(this + 0x14);
  uVar5 = uVar5 << (0x20U - (char)iVar3 & 0x1f) | *(uint *)(this + 0x10);
  *(int *)(this + 0x14) = iVar3 + -1;
  *(uint *)(this + 0x10) = uVar5;
  if (iVar3 + -1 == 0) {
    puVar4 = *(uint **)(this + 0x18);
    if (puVar4 == *(uint **)(this + 0x1c)) {
      this[4] = (CBitWrite)0x1;
    }
    else {
      *(uint **)(this + 0x18) = puVar4 + 1;
      *puVar4 = uVar5;
    }
    *(uint *)(this + 0x10) = uVar7;
    *(undefined4 *)(this + 0x14) = 0x1f;
  }
  else {
    *(int *)(this + 0x14) = iVar3 + -2;
    uVar5 = uVar7 << (0x21U - (char)iVar3 & 0x1f) | uVar5;
    *(uint *)(this + 0x10) = uVar5;
    if (iVar3 + -2 == 0) {
      puVar4 = *(uint **)(this + 0x18);
      if (puVar4 == *(uint **)(this + 0x1c)) {
        this[4] = (CBitWrite)0x1;
      }
      else {
        *(uint **)(this + 0x18) = puVar4 + 1;
        *puVar4 = uVar5;
      }
      *(undefined4 *)(this + 0x10) = 0;
      *(undefined4 *)(this + 0x14) = 0x20;
    }
  }
  if (0.0004885198 <= fVar1 || fVar1 <= -0.0004885198) {
    WriteBitNormal(this,*(float *)param_1);
  }
  if (fVar2 >= 0.0004885198 || fVar2 <= -0.0004885198) {
    WriteBitNormal(this,*(float *)(param_1 + 4));
  }
  iVar3 = *(int *)(this + 0x14);
  fVar1 = *(float *)(param_1 + 8);
  iVar6 = iVar3 + -1;
  *(int *)(this + 0x14) = iVar6;
  uVar5 = (uint)(fVar1 <= -0.0004885198) << (0x20U - (char)iVar3 & 0x1f) | *(uint *)(this + 0x10);
  *(uint *)(this + 0x10) = uVar5;
  if (iVar6 == 0) {
    puVar4 = *(uint **)(this + 0x18);
    if (puVar4 == *(uint **)(this + 0x1c)) {
      this[4] = (CBitWrite)0x1;
    }
    else {
      *(uint **)(this + 0x18) = puVar4 + 1;
      *puVar4 = uVar5;
    }
    *(undefined4 *)(this + 0x10) = 0;
    *(undefined4 *)(this + 0x14) = 0x20;
  }
  return;
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)