read_sleb128
0x00bf4ed0 · 65 bytes · unknown
Decompiled
undefined (0 params)
void read_sleb128(void)
{
byte bVar1;
byte *in_EAX;
byte bVar2;
uint uVar3;
uint *in_EDX;
uint uVar4;
uVar3 = 0;
uVar4 = 0;
do {
bVar1 = *in_EAX;
bVar2 = (byte)uVar3;
uVar3 = uVar3 + 7;
uVar4 = uVar4 | (bVar1 & 0x7f) << (bVar2 & 0x1f);
in_EAX = in_EAX + 1;
} while ((char)bVar1 < '\0');
if ((uVar3 < 0x20) && ((bVar1 & 0x40) != 0)) {
uVar4 = uVar4 | -1 << ((byte)uVar3 & 0x1f);
}
*in_EDX = uVar4;
return;
}
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.