__divdi3
0x00bf4c20 · 351 bytes · unknown
Decompiled
undefined (0 params)
undefined8 __divdi3(uint param_1,uint param_2,uint param_3,uint param_4)
{
ulonglong uVar1;
ulonglong uVar2;
ulonglong uVar3;
longlong lVar4;
int iVar5;
byte bVar6;
byte bVar7;
uint uVar8;
uint uVar9;
bool bVar10;
uint local_1c;
local_1c = 0;
if ((int)param_2 < 0) {
bVar10 = param_1 != 0;
param_1 = -param_1;
param_2 = -(param_2 + bVar10);
local_1c = 0xffffffff;
}
if ((int)param_4 < 0) {
bVar10 = param_3 != 0;
param_3 = -param_3;
local_1c = ~local_1c;
param_4 = -(param_4 + bVar10);
}
if (param_4 == 0) {
if (param_2 < param_3) {
uVar9 = 0;
iVar5 = (int)(CONCAT44(param_2,param_1) / (ulonglong)param_3);
}
else {
if (param_3 == 0) {
param_3 = 1 / 0;
}
uVar9 = param_2 / param_3;
iVar5 = (int)(((ulonglong)param_2 % (ulonglong)param_3 << 0x20 | (ulonglong)param_1) /
(ulonglong)param_3);
}
goto LAB_00bf4c88;
}
if (param_4 <= param_2) {
uVar9 = 0x1f;
if (param_4 != 0) {
for (; param_4 >> uVar9 == 0; uVar9 = uVar9 - 1) {
}
}
if ((uVar9 ^ 0x1f) != 0) {
bVar6 = (byte)(uVar9 ^ 0x1f);
bVar7 = 0x20 - bVar6;
uVar1 = (ulonglong)(param_3 >> (bVar7 & 0x1f) | param_4 << (bVar6 & 0x1f));
uVar2 = CONCAT44(param_2 >> (bVar7 & 0x1f),
param_1 >> (bVar7 & 0x1f) | param_2 << (bVar6 & 0x1f));
uVar3 = uVar2 / uVar1;
iVar5 = (int)uVar3;
uVar9 = (uint)(uVar2 % uVar1);
lVar4 = (uVar3 & 0xffffffff) * (ulonglong)(param_3 << (bVar6 & 0x1f));
uVar8 = (uint)((ulonglong)lVar4 >> 0x20);
if ((uVar9 < uVar8) || ((param_1 << (bVar6 & 0x1f) < (uint)lVar4 && (uVar9 == uVar8)))) {
iVar5 = iVar5 + -1;
uVar9 = 0;
}
else {
uVar9 = 0;
}
goto LAB_00bf4c88;
}
if ((param_3 <= param_1) || (param_4 < param_2)) {
uVar9 = 0;
iVar5 = 1;
goto LAB_00bf4c88;
}
}
uVar9 = 0;
iVar5 = 0;
LAB_00bf4c88:
if (local_1c != 0) {
bVar10 = iVar5 != 0;
iVar5 = -iVar5;
uVar9 = -(uVar9 + bVar10);
}
return CONCAT44(uVar9,iVar5);
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
⚠ This function has no mangled symbol — it may be internal/static. The
Linux gamedata field uses @-prefix symbol resolution which
requires an exported mangled name. You'll need a Linux byte signature
for this one (extract via extract_signature.java).
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.