old_bf_read::ReadSBitLong
0x00b66450 · 210 bytes · __thiscall
_ZN11old_bf_read12ReadSBitLongEi
Decompiled
undefined (2 params)
/* old_bf_read::ReadSBitLong(int) */
uint __thiscall old_bf_read::ReadSBitLong(old_bf_read *this,int param_1)
{
uint uVar1;
uint uVar2;
byte bVar3;
int iVar4;
int iVar5;
int iVar6;
uint uVar7;
iVar4 = *(int *)(this + 0xc);
uVar1 = param_1 - 1;
iVar5 = *(int *)(this + 8);
uVar2 = uVar1 + iVar4;
if (iVar5 < (int)uVar2) {
*(int *)(this + 0xc) = iVar5;
uVar7 = 0;
}
else {
iVar6 = iVar4 >> 5;
uVar7 = *(uint *)(*(int *)this + iVar6 * 4);
*(uint *)(this + 0xc) = uVar2;
uVar7 = uVar7 >> ((byte)iVar4 & 0x1f);
if (iVar6 == (int)(uVar2 - 1) >> 5) {
if (uVar1 != 0x20) {
uVar7 = uVar7 & (&g_ExtraMasks)[uVar1];
}
}
else {
uVar7 = ((&g_ExtraMasks)[uVar2 & 0x1f] & *(uint *)(*(int *)this + 4 + iVar6 * 4)) <<
((char)uVar1 - (char)(uVar2 & 0x1f) & 0x1fU) | uVar7;
}
if ((int)uVar2 < iVar5) {
if ((this[0x10] == (old_bf_read)0x0) &&
(bVar3 = *(byte *)(*(int *)this + ((int)uVar2 >> 3)), *(uint *)(this + 0xc) = uVar2 + 1,
(bVar3 >> (uVar2 & 7) & 1) != 0)) {
uVar7 = uVar7 - (&GetBitForBitnum(int)::bitsForBitnum)[uVar1 & 0x1f];
}
return uVar7;
}
}
this[0x10] = (old_bf_read)0x1;
return uVar7;
}
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
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.