bf_write::WriteBitLong
0x00098140 · 180 bytes · __thiscall
_ZN8bf_write12WriteBitLongEjib
Decompiled
undefined (4 params)
/* bf_write::WriteBitLong(unsigned int, int, bool) */
void __thiscall bf_write::WriteBitLong(bf_write *this,uint param_1,int param_2,bool param_3)
{
int iVar1;
int iVar2;
uint uVar3;
uint *puVar4;
sbyte local_14;
if (param_3) {
WriteSBitLong(this,param_1,param_2);
return;
}
uVar3 = *(uint *)(this + 0xc);
if ((int)(param_2 + uVar3) <= *(int *)(this + 8)) {
iVar1 = ((int)uVar3 >> 5) * 4;
uVar3 = uVar3 & 0x1f;
puVar4 = (uint *)(iVar1 + *(int *)this);
local_14 = (sbyte)uVar3;
*puVar4 = param_1 << local_14 | *puVar4 & (&g_BitWriteMasks)[uVar3 * 0x21 + param_2];
iVar2 = 0x20 - uVar3;
if (iVar2 < param_2) {
puVar4 = (uint *)(*(int *)this + 4 + iVar1);
*puVar4 = (&g_BitWriteMasks)[param_2 - iVar2] & *puVar4 | param_1 >> ((byte)iVar2 & 0x1f);
}
*(int *)(this + 0xc) = *(int *)(this + 0xc) + param_2;
return;
}
*(int *)(this + 0xc) = *(int *)(this + 8);
this[0x10] = (bf_write)0x1;
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.