L L4D2node

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 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)