L L4D2node

MessageWriteBitVecIntegral

0x006ca820 · 90 bytes · __cdecl

_Z26MessageWriteBitVecIntegralRK6Vector

Decompiled

undefined (1 param)

/* MessageWriteBitVecIntegral(Vector const&) */

void MessageWriteBitVecIntegral(Vector *param_1)

{
  int iVar1;
  int iVar2;
  
  if (g_pMsgBuffer == (bf_write *)0x0) {
    Error("MessageWriteBitVecIntegral called with no active message\n");
  }
  iVar2 = 0;
  do {
    iVar1 = iVar2 * 4;
    iVar2 = iVar2 + 1;
    bf_write::WriteBitCoordMP(g_pMsgBuffer,*(undefined4 *)(param_1 + iVar1),2);
  } while (iVar2 != 3);
  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)