old_bf_read::ReadBitVec3Coord
0x0009afb0 · 316 bytes · __thiscall
_ZN11old_bf_read16ReadBitVec3CoordER6Vector
Decompiled
undefined (2 params)
/* old_bf_read::ReadBitVec3Coord(Vector&) */
void __thiscall old_bf_read::ReadBitVec3Coord(old_bf_read *this,Vector *param_1)
{
byte bVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
bool bVar7;
bool bVar8;
bool bVar9;
longdouble lVar10;
*(undefined4 *)param_1 = 0;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
iVar2 = *(int *)(this + 0xc);
iVar3 = *(int *)(this + 8);
if (iVar2 < iVar3) {
if (this[0x10] != (old_bf_read)0x0) {
bVar9 = false;
goto LAB_0009b079;
}
iVar4 = *(int *)this;
bVar1 = *(byte *)(iVar4 + (iVar2 >> 3));
iVar5 = iVar2 + 1;
*(int *)(this + 0xc) = iVar5;
bVar7 = ((uint)bVar1 & 1 << ((byte)iVar2 & 7)) != 0;
if (iVar3 <= iVar5) goto LAB_0009b0a7;
bVar1 = *(byte *)(iVar4 + (iVar5 >> 3));
iVar6 = iVar2 + 2;
*(int *)(this + 0xc) = iVar6;
bVar8 = ((uint)bVar1 & 1 << ((byte)iVar5 & 7)) != 0;
if (iVar3 <= iVar6) goto LAB_0009b0a9;
bVar1 = *(byte *)(iVar4 + (iVar6 >> 3));
*(int *)(this + 0xc) = iVar2 + 3;
bVar9 = ((uint)bVar1 & 1 << ((byte)iVar6 & 7)) != 0;
if (bVar7) goto LAB_0009b0b6;
}
else {
bVar7 = false;
LAB_0009b0a7:
bVar8 = false;
LAB_0009b0a9:
bVar9 = false;
this[0x10] = (old_bf_read)0x1;
if (bVar7) {
LAB_0009b0b6:
lVar10 = (longdouble)ReadBitCoord(this);
*(float *)param_1 = (float)lVar10;
}
}
if (bVar8) {
lVar10 = (longdouble)ReadBitCoord(this);
*(float *)(param_1 + 4) = (float)lVar10;
}
LAB_0009b079:
if (bVar9) {
lVar10 = (longdouble)ReadBitCoord(this);
*(float *)(param_1 + 8) = (float)lVar10;
}
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.