bf_write::WriteBitAngle
0x00b64890 · 221 bytes · __thiscall
_ZN8bf_write13WriteBitAngleEfi
Decompiled
undefined (3 params)
/* bf_write::WriteBitAngle(float, int) */
void __thiscall bf_write::WriteBitAngle(bf_write *this,float param_1,int param_2)
{
int iVar1;
int iVar2;
uint uVar3;
uint uVar4;
uint *puVar5;
uVar4 = *(uint *)(this + 0xc);
if ((int)(param_2 + uVar4) <= *(int *)(this + 8)) {
uVar3 = (int)(param_1 * 0.0027777778 *
((float)((&GetBitForBitnum(int)::bitsForBitnum)[param_2 & 0x1f] + -0x80000000) +
2.1474836e+09)) & (&GetBitForBitnum(int)::bitsForBitnum)[param_2 & 0x1f] - 1;
iVar1 = ((int)uVar4 >> 5) * 4;
uVar4 = uVar4 & 0x1f;
puVar5 = (uint *)(iVar1 + *(int *)this);
*puVar5 = (&g_BitWriteMasks)[uVar4 * 0x21 + param_2] & *puVar5 | uVar3 << (sbyte)uVar4;
iVar2 = 0x20 - uVar4;
if (iVar2 < param_2) {
puVar5 = (uint *)(*(int *)this + 4 + iVar1);
*puVar5 = uVar3 >> ((byte)iVar2 & 0x1f) | (&g_BitWriteMasks)[param_2 - iVar2] & *puVar5;
}
*(int *)(this + 0xc) = *(int *)(this + 0xc) + param_2;
return;
}
*(int *)(this + 0xc) = *(int *)(this + 8);
this[0x10] = (bf_write)0x1;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.