L L4D2node

bf_write::WriteLongLong

0x00b65b20 · 291 bytes · __cdecl

_ZN8bf_write13WriteLongLongEx

Decompiled

undefined (1 param)

/* bf_write::WriteLongLong(long long) */

void bf_write::WriteLongLong(longlong param_1)

{
  int iVar1;
  uint uVar2;
  uint uVar3;
  uint *puVar4;
  int iVar5;
  uint in_stack_0000000c;
  
  uVar2 = ((int *)param_1)[3];
  uVar3 = ((int *)param_1)[2];
  if ((int)uVar3 < (int)(uVar2 + 0x20)) {
    ((int *)param_1)[3] = uVar3;
    *(undefined1 *)((int *)param_1 + 4) = 1;
    uVar2 = uVar3;
  }
  else {
    iVar1 = ((int)uVar2 >> 5) * 4;
    uVar2 = uVar2 & 0x1f;
    puVar4 = (uint *)(*(int *)param_1 + iVar1);
    *puVar4 = *puVar4 & *(uint *)(&DAT_01044360 + uVar2 * 0x84) | param_1._4_4_ << (sbyte)uVar2;
    iVar5 = 0x20 - uVar2;
    if (iVar5 != 0x20) {
      puVar4 = (uint *)(*(int *)param_1 + 4 + iVar1);
      *puVar4 = (&g_BitWriteMasks)[0x20 - iVar5] & *puVar4 | param_1._4_4_ >> ((byte)iVar5 & 0x1f);
    }
    iVar1 = ((int *)param_1)[3];
    uVar3 = ((int *)param_1)[2];
    ((int *)param_1)[3] = iVar1 + 0x20U;
    uVar2 = iVar1 + 0x20U;
  }
  if ((int)(uVar2 + 0x20) <= (int)uVar3) {
    iVar1 = ((int)uVar2 >> 5) * 4;
    uVar2 = uVar2 & 0x1f;
    puVar4 = (uint *)(*(int *)param_1 + iVar1);
    *puVar4 = *puVar4 & *(uint *)(&DAT_01044360 + uVar2 * 0x84) | in_stack_0000000c << (sbyte)uVar2;
    iVar5 = 0x20 - uVar2;
    if (iVar5 != 0x20) {
      puVar4 = (uint *)(*(int *)param_1 + 4 + iVar1);
      *puVar4 = (&g_BitWriteMasks)[0x20 - iVar5] & *puVar4 |
                in_stack_0000000c >> ((byte)iVar5 & 0x1f);
    }
    ((int *)param_1)[3] = ((int *)param_1)[3] + 0x20;
    return;
  }
  ((int *)param_1)[3] = uVar3;
  *(undefined1 *)((int *)param_1 + 4) = 1;
  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)