L L4D2node

CDmxElement::UnpackBitfield<char>

0x00be8280 · 163 bytes · __thiscall

_ZNK11CDmxElement14UnpackBitfieldIcEEvPT_PK27DmxElementUnpackStructure_tPK13CDmxAttribute

Decompiled

void (4 params)

/* void CDmxElement::UnpackBitfield<char>(char*, DmxElementUnpackStructure_t const*, CDmxAttribute
   const*) const */

void __thiscall
CDmxElement::UnpackBitfield<char>
          (CDmxElement *this,char *param_1,DmxElementUnpackStructure_t *param_2,
          CDmxAttribute *param_3)

{
  byte bVar1;
  byte bVar2;
  byte bVar3;
  int iVar4;
  byte local_1d;
  
  bVar2 = (byte)*(int *)(param_2 + 0x10);
  if (*(int *)(param_2 + 0x10) == 8) {
    local_1d = 0;
    bVar3 = 0xff;
  }
  else {
    bVar3 = (char)(1 << (bVar2 & 0x1f)) - 1;
    local_1d = ~(byte)((int)(char)bVar3 << ((byte)*(undefined4 *)(param_2 + 0x14) & 0x1f));
  }
  bVar1 = ~((char)(1 << (bVar2 - 1 & 0x1f)) - 1U);
  bVar2 = **(byte **)(param_3 + 8);
  if ((char)bVar2 < '\0') {
    if (bVar1 != (bVar2 & bVar1)) goto LAB_00be8306;
  }
  else if ((bVar1 & bVar2) != 0) {
LAB_00be8306:
    Warning("Value %s exeeds size of datatype. \n",*(undefined4 *)param_2);
    iVar4 = 0;
    goto LAB_00be82e3;
  }
  iVar4 = (int)(char)(bVar2 & bVar3);
LAB_00be82e3:
  bVar2 = *param_1;
  *param_1 = local_1d & bVar2;
  *param_1 = local_1d & bVar2 | (byte)(iVar4 << ((byte)*(undefined4 *)(param_2 + 0x14) & 0x1f));
  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)