L L4D2node

bf_write::WriteUBitVar

0x00b640a0 · 745 bytes · __thiscall

_ZN8bf_write12WriteUBitVarEj

Decompiled

undefined (2 params)

/* bf_write::WriteUBitVar(unsigned int) */

void __thiscall bf_write::WriteUBitVar(bf_write *this,uint param_1)

{
  int iVar1;
  uint uVar2;
  int iVar3;
  uint uVar4;
  uint uVar5;
  uint *puVar6;
  sbyte local_14;
  
  if (param_1 < 0x10) {
    uVar2 = *(uint *)(this + 0xc);
    if (*(int *)(this + 8) < (int)(uVar2 + 6)) {
      *(int *)(this + 0xc) = *(int *)(this + 8);
      this[0x10] = (bf_write)0x1;
      return;
    }
    iVar3 = ((int)uVar2 >> 5) * 4;
    uVar2 = uVar2 & 0x1f;
    puVar6 = (uint *)(*(int *)this + iVar3);
    *puVar6 = *puVar6 & *(uint *)(&DAT_010442f8 + uVar2 * 0x84) | param_1 << (sbyte)uVar2;
    iVar1 = 0x20 - uVar2;
    if (iVar1 < 6) {
      puVar6 = (uint *)(*(int *)this + 4 + iVar3);
      *puVar6 = (&g_BitWriteMasks)[6 - iVar1] & *puVar6 | param_1 >> ((byte)iVar1 & 0x1f);
    }
    *(int *)(this + 0xc) = *(int *)(this + 0xc) + 6;
    return;
  }
  if (param_1 < 0x100) {
    uVar5 = *(uint *)(this + 0xc);
    uVar2 = *(uint *)(this + 8);
    if ((int)(uVar5 + 10) <= (int)uVar2) {
      uVar2 = uVar5 & 0x1f;
      uVar4 = param_1 & 0xf | 0x10 | (param_1 & 0xf0) << 2;
      iVar3 = ((int)uVar5 >> 5) * 4;
      puVar6 = (uint *)(*(int *)this + iVar3);
      iVar1 = 0x20 - uVar2;
      *puVar6 = uVar4 << (sbyte)uVar2 | *puVar6 & *(uint *)(&DAT_01044308 + uVar2 * 0x84);
      if (iVar1 < 10) {
        puVar6 = (uint *)(*(int *)this + 4 + iVar3);
        *puVar6 = uVar4 >> ((byte)iVar1 & 0x1f) | (&g_BitWriteMasks)[10 - iVar1] & *puVar6;
      }
      *(int *)(this + 0xc) = *(int *)(this + 0xc) + 10;
      return;
    }
  }
  else if (param_1 < 0x1000) {
    uVar5 = *(uint *)(this + 0xc);
    uVar2 = *(uint *)(this + 8);
    if ((int)(uVar5 + 0xe) <= (int)uVar2) {
      iVar3 = ((int)uVar5 >> 5) * 4;
      uVar5 = uVar5 & 0x1f;
      uVar2 = param_1 & 0xf | 0x20 | (param_1 & 0xff0) << 2;
      puVar6 = (uint *)(*(int *)this + iVar3);
      iVar1 = 0x20 - uVar5;
      *puVar6 = uVar2 << (sbyte)uVar5 | *puVar6 & *(uint *)(&DAT_01044318 + uVar5 * 0x84);
      if (iVar1 < 0xe) {
        puVar6 = (uint *)(*(int *)this + 4 + iVar3);
        *puVar6 = uVar2 >> ((byte)iVar1 & 0x1f) | (&g_BitWriteMasks)[0xe - iVar1] & *puVar6;
      }
      *(int *)(this + 0xc) = *(int *)(this + 0xc) + 0xe;
      return;
    }
  }
  else {
    uVar5 = *(uint *)(this + 0xc);
    uVar2 = *(uint *)(this + 8);
    if ((int)uVar2 < (int)(uVar5 + 6)) {
      *(uint *)(this + 0xc) = uVar2;
      this[0x10] = (bf_write)0x1;
      uVar5 = uVar2;
    }
    else {
      iVar3 = ((int)uVar5 >> 5) * 4;
      uVar5 = uVar5 & 0x1f;
      puVar6 = (uint *)(iVar3 + *(int *)this);
      uVar2 = param_1 & 0xf | 0x30;
      local_14 = (sbyte)uVar5;
      *puVar6 = uVar2 << local_14 | *puVar6 & *(uint *)(&DAT_010442f8 + uVar5 * 0x84);
      iVar1 = 0x20 - uVar5;
      if (iVar1 < 6) {
        puVar6 = (uint *)(*(int *)this + 4 + iVar3);
        *puVar6 = (&g_BitWriteMasks)[6 - iVar1] & *puVar6 | uVar2 >> ((byte)iVar1 & 0x1f);
      }
      iVar3 = *(int *)(this + 0xc);
      uVar2 = *(uint *)(this + 8);
      *(uint *)(this + 0xc) = iVar3 + 6U;
      uVar5 = iVar3 + 6U;
    }
    if ((int)(uVar5 + 0x1c) <= (int)uVar2) {
      iVar1 = ((int)uVar5 >> 5) * 4;
      uVar5 = uVar5 & 0x1f;
      puVar6 = (uint *)(*(int *)this + iVar1);
      *puVar6 = *puVar6 & *(uint *)(&DAT_01044350 + uVar5 * 0x84) | (param_1 >> 4) << (sbyte)uVar5;
      iVar3 = 0x20 - uVar5;
      if (iVar3 < 0x1c) {
        puVar6 = (uint *)(*(int *)this + 4 + iVar1);
        *puVar6 = (&g_BitWriteMasks)[0x1c - iVar3] & *puVar6 |
                  (param_1 >> 4) >> ((byte)iVar3 & 0x1f);
      }
      *(int *)(this + 0xc) = *(int *)(this + 0xc) + 0x1c;
      return;
    }
  }
  *(uint *)(this + 0xc) = uVar2;
  this[0x10] = (bf_write)0x1;
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)