CBitWrite::WriteBitNormal
0x0009d2a0 · 293 bytes · __thiscall
_ZN9CBitWrite14WriteBitNormalEf
Decompiled
undefined (2 params)
/* CBitWrite::WriteBitNormal(float) */
void __thiscall CBitWrite::WriteBitNormal(CBitWrite *this,float param_1)
{
int iVar1;
int iVar2;
uint *puVar3;
char cVar4;
uint uVar5;
uint uVar6;
iVar2 = *(int *)(this + 0x14);
iVar1 = iVar2 + -1;
*(int *)(this + 0x14) = iVar1;
uVar5 = (int)(param_1 * 2047.0) >> 0x1f;
uVar5 = ((int)(param_1 * 2047.0) ^ uVar5) - uVar5;
uVar6 = 0x7ff;
if (uVar5 < 0x800) {
uVar6 = uVar5;
}
cVar4 = (char)iVar2;
uVar5 = (uint)(param_1 <= -0.0004885198) << (0x20U - cVar4 & 0x1f) | *(uint *)(this + 0x10);
*(uint *)(this + 0x10) = uVar5;
if (iVar1 == 0) {
puVar3 = *(uint **)(this + 0x18);
if (puVar3 == *(uint **)(this + 0x1c)) {
this[4] = (CBitWrite)0x1;
}
else {
*(uint **)(this + 0x18) = puVar3 + 1;
*puVar3 = uVar5;
}
*(uint *)(this + 0x10) = uVar6;
*(undefined4 *)(this + 0x14) = 0x15;
return;
}
if (iVar1 < 0xb) {
uVar5 = ((&CBitBuffer::s_nMaskTable)[iVar1] & uVar6) << (0x21U - cVar4 & 0x1f) | uVar5;
*(uint *)(this + 0x10) = uVar5;
puVar3 = *(uint **)(this + 0x18);
if (puVar3 == *(uint **)(this + 0x1c)) {
this[4] = (CBitWrite)0x1;
}
else {
*(uint **)(this + 0x18) = puVar3 + 1;
*puVar3 = uVar5;
}
*(int *)(this + 0x14) = iVar2 + 0x14;
*(uint *)(this + 0x10) = uVar6 >> ((byte)iVar1 & 0x1f);
}
else {
*(int *)(this + 0x14) = iVar2 + -0xc;
uVar5 = uVar6 << (0x21U - cVar4 & 0x1f) | uVar5;
*(uint *)(this + 0x10) = uVar5;
if (iVar2 + -0xc == 0) {
puVar3 = *(uint **)(this + 0x18);
if (puVar3 == *(uint **)(this + 0x1c)) {
this[4] = (CBitWrite)0x1;
}
else {
*(uint **)(this + 0x18) = puVar3 + 1;
*puVar3 = uVar5;
}
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0x20;
return;
}
}
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.