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 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
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Gamedata KeyValues
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