CBitRead::ReadBitsClamped_ptr
0x00258220 · 118 bytes · __thiscall
_ZN8CBitRead19ReadBitsClamped_ptrEPvjj
Decompiled
undefined (4 params)
/* CBitRead::ReadBitsClamped_ptr(void*, unsigned int, unsigned int) */
uint __thiscall
CBitRead::ReadBitsClamped_ptr(CBitRead *this,void *param_1,uint param_2,uint param_3)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
if (param_2 * 8 < param_3) {
iVar3 = param_3 + param_2 * -8;
param_3 = param_2 * 8;
}
ReadBits(this,param_1,param_3);
if (*(int *)(this + 0x20) == 0) {
iVar2 = 0;
}
else {
iVar1 = (((uint)(*(int *)(this + 0x18) - *(int *)(this + 0x20)) >> 2) * 0x20 -
*(int *)(this + 0x14)) + (*(uint *)(this + 0xc) & 3) * 8;
iVar2 = *(int *)(this + 8);
if (iVar1 <= *(int *)(this + 8)) {
iVar2 = iVar1;
}
}
Seek(this,iVar3 + iVar2);
return param_3;
}
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.