read_encoded_value_with_base
0x00bf79f0 · 255 bytes · unknown
Decompiled
undefined (0 params)
/* WARNING: Function: __x86.get_pc_thunk.bx replaced with injection: get_pc_thunk_bx */
/* WARNING: Type propagation algorithm not settling */
ushort * read_encoded_value_with_base(ushort *param_1,undefined4 *param_2)
{
byte bVar1;
ushort uVar2;
byte in_AL;
ushort *puVar3;
byte bVar4;
ushort *in_EDX;
ushort *puVar5;
undefined4 *puVar6;
byte *local_20;
if (in_AL != 0x50) {
switch(in_AL & 0xf) {
case 0:
case 3:
case 0xb:
local_20 = *(byte **)param_1;
puVar3 = param_1 + 2;
break;
case 1:
bVar4 = 0;
local_20 = (byte *)0x0;
puVar5 = param_1;
do {
puVar3 = (ushort *)((int)puVar5 + 1);
uVar2 = *puVar5;
bVar1 = bVar4 & 0x1f;
bVar4 = bVar4 + 7;
local_20 = (byte *)((uint)local_20 | ((byte)uVar2 & 0x7f) << bVar1);
puVar5 = puVar3;
} while ((char)(byte)uVar2 < '\0');
break;
case 2:
local_20 = (byte *)(uint)*param_1;
puVar3 = param_1 + 1;
break;
case 4:
case 0xc:
local_20 = *(byte **)param_1;
puVar3 = param_1 + 4;
break;
default:
/* WARNING: Subroutine does not return */
abort();
case 9:
puVar3 = (ushort *)read_sleb128();
break;
case 10:
local_20 = (byte *)(int)(short)*param_1;
puVar3 = param_1 + 1;
}
if (local_20 != (byte *)0x0) {
if ((in_AL & 0x70) == 0x10) {
in_EDX = param_1;
}
local_20 = local_20 + (int)in_EDX;
if ((char)in_AL < '\0') {
local_20 = *(byte **)local_20;
}
}
*param_2 = local_20;
return puVar3;
}
puVar6 = (undefined4 *)((uint)((int)param_1 + 3U) & 0xfffffffc);
*param_2 = *puVar6;
return (ushort *)(puVar6 + 1);
}
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.