L L4D2node

bf_write::WriteBitCellCoord

0x00b64ed0 · 554 bytes · __thiscall

_ZN8bf_write17WriteBitCellCoordEfi13EBitCoordType

Decompiled

undefined (4 params)

/* bf_write::WriteBitCellCoord(float, int, EBitCoordType) */

void __thiscall bf_write::WriteBitCellCoord(bf_write *this,float param_1,int param_2,int param_4)

{
  uint uVar1;
  uint uVar2;
  uint uVar3;
  int iVar4;
  int iVar5;
  uint *puVar6;
  int iVar7;
  uint uVar8;
  
  uVar8 = (uint)ABS(param_1);
  if (param_4 != 1) {
    uVar1 = (int)(param_1 * 32.0) >> 0x1f;
    uVar1 = ((int)(param_1 * 32.0) ^ uVar1) - uVar1 & 0x1f;
    if (param_4 == 2) {
      uVar1 = *(uint *)(this + 0xc);
      if (*(int *)(this + 8) < (int)(param_2 + uVar1)) {
        *(int *)(this + 0xc) = *(int *)(this + 8);
        this[0x10] = (bf_write)0x1;
        return;
      }
      uVar2 = uVar1 & 0x1f;
      iVar4 = ((int)uVar1 >> 5) * 4;
      puVar6 = (uint *)(*(int *)this + iVar4);
      iVar5 = 0x20 - uVar2;
      *puVar6 = uVar8 << (sbyte)uVar2 | *puVar6 & (&g_BitWriteMasks)[uVar2 * 0x21 + param_2];
      if (iVar5 < param_2) {
        puVar6 = (uint *)(*(int *)this + 4 + iVar4);
        *puVar6 = (&g_BitWriteMasks)[param_2 - iVar5] & *puVar6 | uVar8 >> ((byte)iVar5 & 0x1f);
      }
      *(int *)(this + 0xc) = *(int *)(this + 0xc) + param_2;
      return;
    }
  }
  else {
    uVar1 = (int)(param_1 * 8.0) >> 0x1f;
    uVar1 = ((int)(param_1 * 8.0) ^ uVar1) - uVar1 & 7;
  }
  uVar2 = *(uint *)(this + 0xc);
  uVar3 = *(uint *)(this + 8);
  if ((int)uVar3 < (int)(param_2 + uVar2)) {
    *(uint *)(this + 0xc) = uVar3;
    this[0x10] = (bf_write)0x1;
    uVar8 = uVar3;
  }
  else {
    iVar5 = ((int)uVar2 >> 5) * 4;
    uVar2 = uVar2 & 0x1f;
    puVar6 = (uint *)(*(int *)this + iVar5);
    iVar4 = 0x20 - uVar2;
    *puVar6 = uVar8 << (sbyte)uVar2 | *puVar6 & (&g_BitWriteMasks)[uVar2 * 0x21 + param_2];
    if (iVar4 < param_2) {
      puVar6 = (uint *)(*(int *)this + 4 + iVar5);
      *puVar6 = (&g_BitWriteMasks)[param_2 - iVar4] & *puVar6 | uVar8 >> ((byte)iVar4 & 0x1f);
    }
    uVar3 = *(uint *)(this + 8);
    iVar5 = *(int *)(this + 0xc);
    *(int *)(this + 0xc) = param_2 + iVar5;
    uVar8 = param_2 + iVar5;
  }
  iVar5 = (-(uint)(param_4 != 1) & 2) + 3;
  if ((int)(iVar5 + uVar8) <= (int)uVar3) {
    iVar4 = ((int)uVar8 >> 5) * 4;
    uVar8 = uVar8 & 0x1f;
    puVar6 = (uint *)(iVar4 + *(int *)this);
    *puVar6 = (&g_BitWriteMasks)[uVar8 * 0x21 + iVar5] & *puVar6 | uVar1 << (sbyte)uVar8;
    iVar7 = 0x20 - uVar8;
    if (iVar7 < iVar5) {
      puVar6 = (uint *)(*(int *)this + 4 + iVar4);
      *puVar6 = (&g_BitWriteMasks)[iVar5 - iVar7] & *puVar6 | uVar1 >> ((byte)iVar7 & 0x1f);
    }
    *(int *)(this + 0xc) = *(int *)(this + 0xc) + iVar5;
    return;
  }
  *(uint *)(this + 0xc) = uVar3;
  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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