L L4D2node

add_pair_to_block

0x0028de80 · 302 bytes · __regparm3

_ZL17add_pair_to_blockP6EState

Decompiled

undefined (1 param)

/* add_pair_to_block(EState*) */

void __regparm3 add_pair_to_block(EState *param_1)

{
  int iVar1;
  uint uVar2;
  uint uVar3;
  int iVar4;
  undefined1 local_14;
  
  iVar1 = *(int *)(param_1 + 0x38);
  uVar2 = *(uint *)(param_1 + 0x34);
  local_14 = (undefined1)uVar2;
  if (0 < iVar1) {
    uVar3 = *(uint *)(param_1 + 0x260);
    iVar4 = 0;
    do {
      iVar4 = iVar4 + 1;
      uVar3 = uVar3 << 8 ^ *(uint *)(BZ2_crc32Table + (uVar3 >> 0x18 ^ uVar2 & 0xff) * 4);
      *(uint *)(param_1 + 0x260) = uVar3;
    } while (iVar4 != iVar1);
  }
  param_1[uVar2 + 0x58] = (EState)0x1;
  if (iVar1 == 2) {
    *(undefined1 *)(*(int *)(param_1 + 0x24) + *(int *)(param_1 + 0x44)) = local_14;
  }
  else {
    if (iVar1 != 3) {
      if (iVar1 != 1) {
        param_1[iVar1 + 0x54] = (EState)0x1;
        *(undefined1 *)(*(int *)(param_1 + 0x24) + *(int *)(param_1 + 0x44)) = local_14;
        iVar1 = *(int *)(param_1 + 0x44);
        *(int *)(param_1 + 0x44) = iVar1 + 1;
        *(undefined1 *)(*(int *)(param_1 + 0x24) + 1 + iVar1) = local_14;
        iVar1 = *(int *)(param_1 + 0x44);
        *(int *)(param_1 + 0x44) = iVar1 + 1;
        *(undefined1 *)(*(int *)(param_1 + 0x24) + 1 + iVar1) = local_14;
        iVar1 = *(int *)(param_1 + 0x44);
        *(int *)(param_1 + 0x44) = iVar1 + 1;
        *(undefined1 *)(*(int *)(param_1 + 0x24) + 1 + iVar1) = local_14;
        iVar1 = *(int *)(param_1 + 0x44);
        *(int *)(param_1 + 0x44) = iVar1 + 1;
        *(char *)(*(int *)(param_1 + 0x24) + 1 + iVar1) = (char)param_1[0x38] + -4;
        *(int *)(param_1 + 0x44) = *(int *)(param_1 + 0x44) + 1;
        return;
      }
      *(undefined1 *)(*(int *)(param_1 + 0x24) + *(int *)(param_1 + 0x44)) = local_14;
      *(int *)(param_1 + 0x44) = *(int *)(param_1 + 0x44) + 1;
      return;
    }
    *(undefined1 *)(*(int *)(param_1 + 0x24) + *(int *)(param_1 + 0x44)) = local_14;
    iVar1 = *(int *)(param_1 + 0x44);
    *(int *)(param_1 + 0x44) = iVar1 + 1;
    *(undefined1 *)(*(int *)(param_1 + 0x24) + 1 + iVar1) = local_14;
  }
  iVar1 = *(int *)(param_1 + 0x44);
  *(int *)(param_1 + 0x44) = iVar1 + 1;
  *(undefined1 *)(*(int *)(param_1 + 0x24) + 1 + iVar1) = local_14;
  *(int *)(param_1 + 0x44) = *(int *)(param_1 + 0x44) + 1;
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)