L L4D2node

MessageWriteUBitLong

0x006caa50 · 187 bytes · __cdecl

_Z20MessageWriteUBitLongji

Decompiled

undefined (2 params)

/* MessageWriteUBitLong(unsigned int, int) */

void MessageWriteUBitLong(uint param_1,int param_2)

{
  int iVar1;
  int *piVar2;
  uint uVar3;
  int iVar4;
  uint *puVar5;
  
  if (g_pMsgBuffer == (int *)0x0) {
    Error("WriteUBitLong called with no active message\n");
  }
  piVar2 = g_pMsgBuffer;
  uVar3 = g_pMsgBuffer[3];
  if ((int)(param_2 + uVar3) <= g_pMsgBuffer[2]) {
    iVar1 = ((int)uVar3 >> 5) * 4;
    uVar3 = uVar3 & 0x1f;
    puVar5 = (uint *)(iVar1 + *g_pMsgBuffer);
    *puVar5 = *puVar5 & (&g_BitWriteMasks)[uVar3 * 0x21 + param_2] | param_1 << (sbyte)uVar3;
    iVar4 = 0x20 - uVar3;
    if (iVar4 < param_2) {
      puVar5 = (uint *)(*piVar2 + 4 + iVar1);
      *puVar5 = (&g_BitWriteMasks)[param_2 - iVar4] & *puVar5 | param_1 >> ((byte)iVar4 & 0x1f);
    }
    piVar2[3] = piVar2[3] + param_2;
    return;
  }
  g_pMsgBuffer[3] = g_pMsgBuffer[2];
  *(undefined1 *)(piVar2 + 4) = 1;
  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)