L L4D2node

__udivdi3

0x00bf4da0 · 271 bytes · unknown

Decompiled

undefined (0 params)

ulonglong __udivdi3(uint param_1,uint param_2,uint param_3,uint param_4)

{
  ulonglong uVar1;
  ulonglong uVar2;
  ulonglong uVar3;
  longlong lVar4;
  uint uVar5;
  byte bVar6;
  byte bVar7;
  uint uVar8;
  uint uVar9;
  
  if (param_4 == 0) {
    if (param_2 < param_3) {
      return CONCAT44(param_2,param_1) / (ulonglong)param_3 & 0xffffffff;
    }
    if (param_3 == 0) {
      param_3 = 1 / 0;
    }
    return CONCAT44(param_2 / param_3,
                    (int)(((ulonglong)param_2 % (ulonglong)param_3 << 0x20 | (ulonglong)param_1) /
                         (ulonglong)param_3));
  }
  if (param_4 <= param_2) {
    uVar5 = 0x1f;
    if (param_4 != 0) {
      for (; param_4 >> uVar5 == 0; uVar5 = uVar5 - 1) {
      }
    }
    if ((uVar5 ^ 0x1f) != 0) {
      bVar6 = (byte)(uVar5 ^ 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;
      uVar5 = (uint)uVar3;
      uVar8 = (uint)(uVar2 % uVar1);
      lVar4 = (uVar3 & 0xffffffff) * (ulonglong)(param_3 << (bVar6 & 0x1f));
      uVar9 = (uint)((ulonglong)lVar4 >> 0x20);
      if ((uVar8 < uVar9) || ((param_1 << (bVar6 & 0x1f) < (uint)lVar4 && (uVar8 == uVar9)))) {
        return (ulonglong)(uVar5 - 1);
      }
      goto LAB_00bf4e1c;
    }
    if ((param_3 <= param_1) || (param_4 < param_2)) {
      uVar5 = 1;
      goto LAB_00bf4e1c;
    }
  }
  uVar5 = 0;
LAB_00bf4e1c:
  return (ulonglong)uVar5;
}

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.



        
        

⚠ 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.

Return-type handling cheatsheet (DHookReturn)