old_bf_read::ReadBitNormal
0x0009b0f0 · 301 bytes · __thiscall
_ZN11old_bf_read13ReadBitNormalEv
Decompiled
undefined (1 param)
/* old_bf_read::ReadBitNormal() */
longdouble __thiscall old_bf_read::ReadBitNormal(old_bf_read *this)
{
byte bVar1;
byte bVar2;
uint uVar3;
int iVar4;
int iVar5;
uint uVar6;
bool bVar7;
float fVar8;
iVar4 = *(int *)(this + 0xc);
iVar5 = *(int *)(this + 8);
if (iVar4 < iVar5) {
if (this[0x10] == (old_bf_read)0x0) {
bVar1 = *(byte *)(*(int *)this + (iVar4 >> 3));
bVar2 = (byte)iVar4;
iVar4 = iVar4 + 1;
*(int *)(this + 0xc) = iVar4;
bVar7 = ((uint)bVar1 & 1 << (bVar2 & 7)) != 0;
}
else {
bVar7 = false;
}
}
else {
this[0x10] = (old_bf_read)0x1;
bVar7 = false;
}
uVar3 = iVar4 + 0xb;
if (iVar5 < (int)uVar3) {
*(int *)(this + 0xc) = iVar5;
fVar8 = 0.0;
this[0x10] = (old_bf_read)0x1;
}
else {
iVar5 = iVar4 >> 5;
uVar6 = *(uint *)(*(int *)this + iVar5 * 4);
*(uint *)(this + 0xc) = uVar3;
uVar6 = uVar6 >> ((byte)iVar4 & 0x1f);
if (iVar5 == iVar4 + 10 >> 5) {
uVar6 = DAT_000d6a6c & uVar6;
}
else {
uVar6 = (*(uint *)(*(int *)this + 4 + iVar5 * 4) & (&g_ExtraMasks)[uVar3 & 0x1f]) <<
(0xbU - (char)(uVar3 & 0x1f) & 0x1f) | uVar6;
}
fVar8 = ((float)(uVar6 >> 0x10) * 65536.0 + (float)(uVar6 & 0xffff)) * 0.0004885198;
}
if (bVar7) {
fVar8 = -fVar8;
}
return (longdouble)fVar8;
}
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.