CBitWriteMasksInit::CBitWriteMasksInit
0x00b67c90 · 125 bytes · __thiscall
_ZN18CBitWriteMasksInitC2Ev
Decompiled
undefined (1 param)
/* CBitWriteMasksInit::CBitWriteMasksInit() */
void __thiscall CBitWriteMasksInit::CBitWriteMasksInit(CBitWriteMasksInit *this)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
iVar3 = 0;
iVar4 = 0;
do {
iVar1 = (&GetBitForBitnum(int)::bitsForBitnum)[iVar4];
iVar2 = 0;
do {
*(uint *)((int)&g_BitWriteMasks + iVar2 * 4 + iVar3) = iVar1 - 1U;
if ((uint)(iVar2 + iVar4) < 0x20) {
*(uint *)((int)&g_BitWriteMasks + iVar2 * 4 + iVar3) =
-(&GetBitForBitnum(int)::bitsForBitnum)[iVar2 + iVar4] | iVar1 - 1U;
}
iVar2 = iVar2 + 1;
} while (iVar2 != 0x21);
iVar4 = iVar4 + 1;
iVar3 = iVar3 + 0x84;
} while (iVar4 != 0x20);
iVar3 = 0;
do {
(&g_ExtraMasks)[iVar3] = (&GetBitForBitnum(int)::bitsForBitnum)[iVar3] + -1;
iVar3 = iVar3 + 1;
} while (iVar3 != 0x20);
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
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.