WriteUserCmdDeltaInt
0x0057aeb0 · 305 bytes · __regparm3
_ZL20WriteUserCmdDeltaIntP8bf_writePciii.isra.13
Decompiled
undefined (5 params)
/* WriteUserCmdDeltaInt(bf_write*, char*, int, int, int) [clone .isra.13] */
undefined4 __regparm3
WriteUserCmdDeltaInt(bf_write *param_1,char *param_2,int param_3,int param_4,int param_5)
{
undefined4 uVar1;
int iVar2;
byte *pbVar3;
int iVar4;
uint uVar5;
uint *puVar6;
uVar5 = *(uint *)(param_1 + 0xc);
if (param_2 == (char *)param_3) {
if (*(int *)(param_1 + 8) <= (int)uVar5) {
param_1[0x10] = (bf_write)0x1;
return 0;
}
if (param_1[0x10] == (bf_write)0x0) {
pbVar3 = (byte *)(((int)uVar5 >> 3) + *(int *)param_1);
*pbVar3 = *pbVar3 & ~(byte)(1 << ((byte)uVar5 & 7));
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
return 0;
}
uVar1 = 0;
}
else {
iVar4 = *(int *)(param_1 + 8);
if ((int)uVar5 < iVar4) {
if (param_1[0x10] == (bf_write)0x0) {
pbVar3 = (byte *)(((int)uVar5 >> 3) + *(int *)param_1);
*pbVar3 = *pbVar3 | (byte)(1 << ((byte)uVar5 & 7));
iVar4 = *(int *)(param_1 + 8);
uVar5 = *(int *)(param_1 + 0xc) + 1;
*(uint *)(param_1 + 0xc) = uVar5;
}
if (iVar4 < (int)(param_4 + uVar5)) {
LAB_0057af6d:
*(int *)(param_1 + 0xc) = iVar4;
param_1[0x10] = (bf_write)0x1;
return 1;
}
}
else {
param_1[0x10] = (bf_write)0x1;
if (iVar4 < (int)(param_4 + uVar5)) goto LAB_0057af6d;
}
iVar4 = ((int)uVar5 >> 5) * 4;
uVar5 = uVar5 & 0x1f;
puVar6 = (uint *)(iVar4 + *(int *)param_1);
iVar2 = 0x20 - uVar5;
*puVar6 = *puVar6 & (&g_BitWriteMasks)[uVar5 * 0x21 + param_4] | param_3 << (sbyte)uVar5;
if (iVar2 < param_4) {
puVar6 = (uint *)(*(int *)param_1 + 4 + iVar4);
*puVar6 = (&g_BitWriteMasks)[param_4 - iVar2] & *puVar6 |
(uint)param_3 >> ((byte)iVar2 & 0x1f);
}
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + param_4;
uVar1 = 1;
}
return uVar1;
}
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.