BZ2_hbAssignCodes
0x00299290 · 97 bytes · __cdecl
_Z17BZ2_hbAssignCodesPiPhiii
Decompiled
undefined (5 params)
/* BZ2_hbAssignCodes(int*, unsigned char*, int, int, int) */
void BZ2_hbAssignCodes(int *param_1,uchar *param_2,int param_3,int param_4,int param_5)
{
int iVar1;
int iVar2;
if (param_3 <= param_4) {
iVar2 = 0;
do {
if (0 < param_5) {
iVar1 = 0;
do {
while ((uint)param_2[iVar1] == param_3) {
param_1[iVar1] = iVar2;
iVar1 = iVar1 + 1;
iVar2 = iVar2 + 1;
if (iVar1 == param_5) goto LAB_002992df;
}
iVar1 = iVar1 + 1;
} while (iVar1 != param_5);
}
LAB_002992df:
param_3 = param_3 + 1;
iVar2 = iVar2 * 2;
} while (param_3 != param_4 + 1U);
}
return;
}
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.