old_bf_read::ReadLongLong
0x0009b5a0 · 234 bytes · __thiscall
_ZN11old_bf_read12ReadLongLongEv
Decompiled
undefined (1 param)
/* old_bf_read::ReadLongLong() */
undefined8 __thiscall old_bf_read::ReadLongLong(old_bf_read *this)
{
uint uVar1;
uint uVar2;
sbyte sVar3;
int iVar4;
uint uVar5;
uint uVar6;
uVar2 = *(uint *)(this + 0xc);
uVar1 = *(uint *)(this + 8);
uVar6 = uVar2 + 0x20;
if ((int)uVar1 < (int)uVar6) {
*(uint *)(this + 0xc) = uVar1;
uVar5 = 0;
this[0x10] = (old_bf_read)0x1;
uVar6 = uVar1;
}
else {
iVar4 = (int)uVar2 >> 5;
uVar5 = *(uint *)(*(int *)this + iVar4 * 4);
*(uint *)(this + 0xc) = uVar6;
sVar3 = (sbyte)(uVar2 & 0x1f);
uVar5 = uVar5 >> sVar3;
if (iVar4 != (int)(uVar2 + 0x1f) >> 5) {
uVar5 = uVar5 | (*(uint *)(*(int *)this + 4 + iVar4 * 4) & (&g_ExtraMasks)[uVar2 & 0x1f]) <<
(0x20U - sVar3 & 0x1f);
}
}
if ((int)uVar1 < (int)(uVar6 + 0x20)) {
this[0x10] = (old_bf_read)0x1;
*(uint *)(this + 0xc) = uVar1;
uVar2 = 0;
}
else {
iVar4 = (int)uVar6 >> 5;
uVar2 = *(uint *)(*(int *)this + iVar4 * 4);
*(uint *)(this + 0xc) = uVar6 + 0x20;
sVar3 = (sbyte)(uVar6 & 0x1f);
uVar2 = uVar2 >> sVar3;
if (iVar4 != (int)(uVar6 + 0x1f) >> 5) {
uVar2 = uVar2 | (*(uint *)(*(int *)this + 4 + iVar4 * 4) & (&g_ExtraMasks)[uVar6 & 0x1f]) <<
(0x20U - sVar3 & 0x1f);
}
}
return CONCAT44(uVar2,uVar5);
}
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.