L L4D2node

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 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)