L L4D2node

ServerDemoPacket_BaseAnimatingOverlay::ReadModifiedDataFromBuffer

0x00597bc0 · 293 bytes · __thiscall

_ZN37ServerDemoPacket_BaseAnimatingOverlay26ReadModifiedDataFromBufferEP15CCircularBuffer

Decompiled

undefined (2 params)

/* ServerDemoPacket_BaseAnimatingOverlay::ReadModifiedDataFromBuffer(CCircularBuffer*) */

void __thiscall
ServerDemoPacket_BaseAnimatingOverlay::ReadModifiedDataFromBuffer
          (ServerDemoPacket_BaseAnimatingOverlay *this,CCircularBuffer *param_1)

{
  uint uVar1;
  uint uVar2;
  int iVar3;
  ServerDemoPacket_BaseAnimatingOverlay *pSVar4;
  
  if (((byte)this[0x1e4] & 1) != 0) {
    CCircularBuffer::Read(param_1,this,1);
  }
  iVar3 = 0;
  pSVar4 = this + 0xc;
  if (*this != (ServerDemoPacket_BaseAnimatingOverlay)0x0) {
    do {
      while( true ) {
        uVar2 = 2 << ((char)iVar3 * '\t' & 0x1fU);
        uVar1 = *(uint *)(this + 0x1e4);
        if ((uVar2 * 2 & 0xff & uVar1) == 0) break;
        CCircularBuffer::Read(param_1,pSVar4 + -8,4);
        uVar1 = *(uint *)(this + 0x1e4);
        if ((uVar1 & uVar2 * 4 & 0xff) != 0) goto LAB_00597c6d;
LAB_00597bfe:
        if ((uVar1 & (uVar2 & 0xf) << 4) == 0) goto LAB_00597c0c;
LAB_00597ca1:
        iVar3 = iVar3 + 1;
        CCircularBuffer::Read(param_1,pSVar4,4);
        pSVar4 = pSVar4 + 0x20;
        if ((int)(uint)(byte)*this <= iVar3) {
          return;
        }
      }
      if ((uVar1 & uVar2 * 4 & 0xff) == 0) goto LAB_00597bfe;
LAB_00597c6d:
      CCircularBuffer::Read(param_1,pSVar4 + -4,4);
      if ((*(uint *)(this + 0x1e4) & (uVar2 & 0xf) << 4) != 0) goto LAB_00597ca1;
LAB_00597c0c:
      iVar3 = iVar3 + 1;
      pSVar4 = pSVar4 + 0x20;
    } while (iVar3 < (int)(uint)(byte)*this);
  }
  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.



        

        

          

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

Return-type handling cheatsheet (DHookReturn)