L L4D2node

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 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.



        

        

          

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

Return-type handling cheatsheet (DHookReturn)