L L4D2node

bf_write::WriteBitNormal

0x00b65620 · 278 bytes · __thiscall

_ZN8bf_write14WriteBitNormalEf

Decompiled

undefined (2 params)

/* bf_write::WriteBitNormal(float) */

void __thiscall bf_write::WriteBitNormal(bf_write *this,float param_1)

{
  byte *pbVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  byte bVar5;
  uint uVar6;
  uint uVar7;
  uint *puVar8;
  
  uVar2 = *(uint *)(this + 0xc);
  iVar4 = *(int *)(this + 8);
  if ((int)uVar2 < iVar4) {
    if (this[0x10] == (bf_write)0x0) {
      bVar5 = (byte)(1 << ((byte)uVar2 & 7));
      if (param_1 <= -0.0004885198) {
        pbVar1 = (byte *)(*(int *)this + ((int)uVar2 >> 3));
        *pbVar1 = *pbVar1 | bVar5;
      }
      else {
        pbVar1 = (byte *)(*(int *)this + ((int)uVar2 >> 3));
        *pbVar1 = *pbVar1 & ~bVar5;
      }
      iVar4 = *(int *)(this + 8);
      uVar2 = *(int *)(this + 0xc) + 1;
      *(uint *)(this + 0xc) = uVar2;
    }
    if (iVar4 < (int)(uVar2 + 0xb)) {
LAB_00b65703:
      *(int *)(this + 0xc) = iVar4;
      this[0x10] = (bf_write)0x1;
      return;
    }
  }
  else {
    this[0x10] = (bf_write)0x1;
    if (iVar4 < (int)(uVar2 + 0xb)) goto LAB_00b65703;
  }
  uVar6 = (int)(param_1 * 2047.0) >> 0x1f;
  uVar6 = ((int)(param_1 * 2047.0) ^ uVar6) - uVar6;
  uVar7 = 0x7ff;
  if (uVar6 < 0x800) {
    uVar7 = uVar6;
  }
  uVar6 = uVar2 & 0x1f;
  iVar4 = ((int)uVar2 >> 5) * 4;
  puVar8 = (uint *)(iVar4 + *(int *)this);
  iVar3 = 0x20 - uVar6;
  *puVar8 = *puVar8 & *(uint *)(&DAT_0104430c + uVar6 * 0x84) | uVar7 << (sbyte)uVar6;
  if (iVar3 < 0xb) {
    puVar8 = (uint *)(*(int *)this + 4 + iVar4);
    *puVar8 = (&g_BitWriteMasks)[0xb - iVar3] & *puVar8 | uVar7 >> ((byte)iVar3 & 0x1f);
  }
  *(int *)(this + 0xc) = *(int *)(this + 0xc) + 0xb;
  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)