L L4D2node

read_sleb128

0x000ab6a0 · 65 bytes · unknown

Decompiled

undefined (0 params)

void read_sleb128(void)

{
  byte bVar1;
  byte *in_EAX;
  byte bVar2;
  uint uVar3;
  uint *in_EDX;
  uint uVar4;
  
  uVar3 = 0;
  uVar4 = 0;
  do {
    bVar1 = *in_EAX;
    bVar2 = (byte)uVar3;
    uVar3 = uVar3 + 7;
    uVar4 = uVar4 | (bVar1 & 0x7f) << (bVar2 & 0x1f);
    in_EAX = in_EAX + 1;
  } while ((char)bVar1 < '\0');
  if ((uVar3 < 0x20) && ((bVar1 & 0x40) != 0)) {
    uVar4 = uVar4 | -1 << ((byte)uVar3 & 0x1f);
  }
  *in_EDX = uVar4;
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)