L L4D2node

bsPutUInt32

0x00290ae0 · 476 bytes · __regparm3

_ZL11bsPutUInt32P6EStatej

Decompiled

undefined (2 params)

/* bsPutUInt32(EState*, unsigned int) */

void __regparm3 bsPutUInt32(EState *param_1,uint param_2)

{
  uint uVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(param_1 + 0x25c);
  if (iVar2 < 8) {
    uVar1 = *(uint *)(param_1 + 600);
  }
  else {
    iVar3 = *(int *)(param_1 + 0x4c);
    uVar1 = *(uint *)(param_1 + 600);
    do {
      *(char *)(*(int *)(param_1 + 0x2c) + iVar3) = (char)(uVar1 >> 0x18);
      iVar2 = *(int *)(param_1 + 0x25c) + -8;
      iVar3 = *(int *)(param_1 + 0x4c) + 1;
      *(int *)(param_1 + 0x25c) = iVar2;
      uVar1 = *(int *)(param_1 + 600) << 8;
      *(int *)(param_1 + 0x4c) = iVar3;
      *(uint *)(param_1 + 600) = uVar1;
    } while (7 < iVar2);
  }
  iVar3 = iVar2 + 8;
  *(int *)(param_1 + 0x25c) = iVar3;
  uVar1 = (param_2 >> 0x18) << (0x18U - (char)iVar2 & 0x1f) | uVar1;
  *(uint *)(param_1 + 600) = uVar1;
  if (7 < iVar3) {
    iVar2 = *(int *)(param_1 + 0x4c);
    do {
      *(char *)(*(int *)(param_1 + 0x2c) + iVar2) = (char)(uVar1 >> 0x18);
      iVar3 = *(int *)(param_1 + 0x25c) + -8;
      iVar2 = *(int *)(param_1 + 0x4c) + 1;
      *(int *)(param_1 + 0x25c) = iVar3;
      uVar1 = *(int *)(param_1 + 600) << 8;
      *(int *)(param_1 + 0x4c) = iVar2;
      *(uint *)(param_1 + 600) = uVar1;
    } while (7 < iVar3);
  }
  iVar2 = iVar3 + 8;
  *(int *)(param_1 + 0x25c) = iVar2;
  uVar1 = (param_2 >> 0x10 & 0xff) << (0x18U - (char)iVar3 & 0x1f) | uVar1;
  *(uint *)(param_1 + 600) = uVar1;
  if (7 < iVar2) {
    iVar3 = *(int *)(param_1 + 0x4c);
    do {
      *(char *)(*(int *)(param_1 + 0x2c) + iVar3) = (char)(uVar1 >> 0x18);
      iVar2 = *(int *)(param_1 + 0x25c) + -8;
      iVar3 = *(int *)(param_1 + 0x4c) + 1;
      *(int *)(param_1 + 0x25c) = iVar2;
      uVar1 = *(int *)(param_1 + 600) << 8;
      *(int *)(param_1 + 0x4c) = iVar3;
      *(uint *)(param_1 + 600) = uVar1;
    } while (7 < iVar2);
  }
  iVar3 = iVar2 + 8;
  *(int *)(param_1 + 0x25c) = iVar3;
  uVar1 = (param_2 >> 8 & 0xff) << (0x18U - (char)iVar2 & 0x1f) | uVar1;
  *(uint *)(param_1 + 600) = uVar1;
  if (7 < iVar3) {
    iVar2 = *(int *)(param_1 + 0x4c);
    do {
      *(char *)(*(int *)(param_1 + 0x2c) + iVar2) = (char)(uVar1 >> 0x18);
      iVar3 = *(int *)(param_1 + 0x25c) + -8;
      iVar2 = *(int *)(param_1 + 0x4c) + 1;
      *(int *)(param_1 + 0x25c) = iVar3;
      uVar1 = *(int *)(param_1 + 600) << 8;
      *(int *)(param_1 + 0x4c) = iVar2;
      *(uint *)(param_1 + 600) = uVar1;
    } while (7 < iVar3);
  }
  *(int *)(param_1 + 0x25c) = iVar3 + 8;
  *(uint *)(param_1 + 600) = (param_2 & 0xff) << (0x18U - (char)iVar3 & 0x1f) | uVar1;
  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)