L L4D2node

CDemoFile::WriteFileBytes

0x00131b90 · 269 bytes · __thiscall

_ZN9CDemoFile14WriteFileBytesEPvi

Decompiled

undefined (3 params)

/* CDemoFile::WriteFileBytes(void*, int) */

void __thiscall CDemoFile::WriteFileBytes(CDemoFile *this,void *param_1,int param_2)

{
  int iVar1;
  int in_GS_OFFSET;
  undefined1 local_420 [1024];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = param_2;
  if (0x400 < param_2) {
    do {
      iVar1 = iVar1 + -0x400;
      (*(code *)**(undefined4 **)(g_pFileSystem + 4))(g_pFileSystem + 4,local_420,0x400,param_1);
      CUtlBuffer::Put((CUtlBuffer *)(this + 0x534),local_420,0x400);
    } while (0x400 < iVar1);
    param_2 = (param_2 + -0x400) - (param_2 - 0x401U & 0xfffffc00);
  }
  (*(code *)**(undefined4 **)(g_pFileSystem + 4))(g_pFileSystem + 4,local_420,param_2,param_1);
  CUtlBuffer::Put((CUtlBuffer *)(this + 0x534),local_420,param_2);
  (**(code **)(*(int *)(g_pFileSystem + 4) + 0x20))(g_pFileSystem + 4,param_1);
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)