L L4D2node

CBitWrite::WriteBitVec3Coord

0x0009d070 · 521 bytes · __thiscall

_ZN9CBitWrite17WriteBitVec3CoordERK6Vector

Decompiled

undefined (2 params)

/* CBitWrite::WriteBitVec3Coord(Vector const&) */

void __thiscall CBitWrite::WriteBitVec3Coord(CBitWrite *this,Vector *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  int iVar4;
  uint *puVar5;
  char cVar6;
  uint uVar7;
  uint uVar8;
  uint local_14;
  
  fVar1 = *(float *)param_1;
  if (0.03125 <= fVar1) {
    fVar2 = *(float *)(param_1 + 4);
    uVar7 = 1;
  }
  else {
    fVar2 = *(float *)(param_1 + 4);
    uVar7 = (uint)(fVar1 <= -0.03125);
  }
  if (fVar2 < 0.03125) {
    fVar3 = *(float *)(param_1 + 8);
    uVar8 = (uint)(fVar2 <= -0.03125);
  }
  else {
    fVar3 = *(float *)(param_1 + 8);
    uVar8 = 1;
  }
  if (0.03125 <= fVar3) {
    local_14 = 1;
  }
  else {
    local_14 = (uint)(fVar3 <= -0.03125);
  }
  iVar4 = *(int *)(this + 0x14);
  cVar6 = (char)iVar4;
  uVar7 = uVar7 << (0x20U - cVar6 & 0x1f) | *(uint *)(this + 0x10);
  *(int *)(this + 0x14) = iVar4 + -1;
  *(uint *)(this + 0x10) = uVar7;
  if (iVar4 + -1 == 0) {
    puVar5 = *(uint **)(this + 0x18);
    if (puVar5 == *(uint **)(this + 0x1c)) {
      this[4] = (CBitWrite)0x1;
    }
    else {
      *(uint **)(this + 0x18) = puVar5 + 1;
      *puVar5 = uVar7;
    }
    *(undefined4 *)(this + 0x14) = 0x1e;
    *(uint *)(this + 0x10) = local_14 * 2 | uVar8;
  }
  else {
    uVar7 = uVar8 << (0x21U - cVar6 & 0x1f) | uVar7;
    *(uint *)(this + 0x10) = uVar7;
    *(int *)(this + 0x14) = iVar4 + -2;
    if (iVar4 + -2 == 0) {
      puVar5 = *(uint **)(this + 0x18);
      if (puVar5 == *(uint **)(this + 0x1c)) {
        this[4] = (CBitWrite)0x1;
      }
      else {
        *(uint **)(this + 0x18) = puVar5 + 1;
        *puVar5 = uVar7;
      }
      *(undefined4 *)(this + 0x14) = 0x1f;
      *(uint *)(this + 0x10) = local_14;
    }
    else {
      *(int *)(this + 0x14) = iVar4 + -3;
      uVar7 = local_14 << (0x22U - cVar6 & 0x1f) | uVar7;
      *(uint *)(this + 0x10) = uVar7;
      if (iVar4 + -3 == 0) {
        puVar5 = *(uint **)(this + 0x18);
        if (puVar5 == *(uint **)(this + 0x1c)) {
          this[4] = (CBitWrite)0x1;
        }
        else {
          *(uint **)(this + 0x18) = puVar5 + 1;
          *puVar5 = uVar7;
        }
        *(undefined4 *)(this + 0x10) = 0;
        *(undefined4 *)(this + 0x14) = 0x20;
      }
    }
  }
  if (0.03125 <= fVar1 || fVar1 <= -0.03125) {
    WriteBitCoord(this,*(float *)param_1);
  }
  if (fVar2 >= 0.03125 || fVar2 <= -0.03125) {
    WriteBitCoord(this,*(float *)(param_1 + 4));
  }
  if (0.03125 <= fVar3 || fVar3 <= -0.03125) {
    WriteBitCoord(this,*(float *)(param_1 + 8));
    return;
  }
  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.



        

        

          

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