bf_write::WriteBitVec3Normal
0x00b65750 · 440 bytes · __thiscall
_ZN8bf_write18WriteBitVec3NormalERK6Vector
Decompiled
undefined (2 params)
/* bf_write::WriteBitVec3Normal(Vector const&) */
void __thiscall bf_write::WriteBitVec3Normal(bf_write *this,Vector *param_1)
{
byte *pbVar1;
float fVar2;
bool bVar3;
bool bVar4;
int iVar5;
byte bVar6;
bVar3 = 0.0004885198 <= *(float *)param_1;
bVar4 = *(float *)param_1 <= -0.0004885198;
fVar2 = *(float *)(param_1 + 4);
iVar5 = *(int *)(this + 0xc);
if (iVar5 < *(int *)(this + 8)) {
if (this[0x10] == (bf_write)0x0) {
if (bVar3 || bVar4) {
pbVar1 = (byte *)(*(int *)this + (iVar5 >> 3));
*pbVar1 = *pbVar1 | (byte)(1 << ((byte)iVar5 & 7));
}
else {
pbVar1 = (byte *)(*(int *)this + (iVar5 >> 3));
*pbVar1 = *pbVar1 & ~(byte)(1 << ((byte)iVar5 & 7));
}
iVar5 = *(int *)(this + 0xc) + 1;
*(int *)(this + 0xc) = iVar5;
if (*(int *)(this + 8) <= iVar5) goto LAB_00b658b0;
}
if (this[0x10] == (bf_write)0x0) {
if (0.0004885198 <= fVar2 || fVar2 <= -0.0004885198) {
pbVar1 = (byte *)(*(int *)this + (iVar5 >> 3));
*pbVar1 = *pbVar1 | (byte)(1 << ((byte)iVar5 & 7));
}
else {
pbVar1 = (byte *)(*(int *)this + (iVar5 >> 3));
*pbVar1 = *pbVar1 & ~(byte)(1 << ((byte)iVar5 & 7));
}
*(int *)(this + 0xc) = *(int *)(this + 0xc) + 1;
}
if (!bVar3 && !bVar4) goto LAB_00b6583d;
}
else {
LAB_00b658b0:
this[0x10] = (bf_write)0x1;
if (!bVar3 && !bVar4) goto LAB_00b6583d;
}
WriteBitNormal(this,*(float *)param_1);
LAB_00b6583d:
if (0.0004885198 <= fVar2 || fVar2 <= -0.0004885198) {
WriteBitNormal(this,*(float *)(param_1 + 4));
}
iVar5 = *(int *)(this + 0xc);
if (iVar5 < *(int *)(this + 8)) {
if (this[0x10] == (bf_write)0x0) {
bVar6 = (byte)(1 << ((byte)iVar5 & 7));
if (*(float *)(param_1 + 8) <= -0.0004885198) {
pbVar1 = (byte *)(*(int *)this + (iVar5 >> 3));
*pbVar1 = *pbVar1 | bVar6;
}
else {
pbVar1 = (byte *)(*(int *)this + (iVar5 >> 3));
*pbVar1 = *pbVar1 & ~bVar6;
}
*(int *)(this + 0xc) = *(int *)(this + 0xc) + 1;
}
return;
}
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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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.