L L4D2node

CUtlBuffer::PutChar

0x00210180 · 170 bytes · __thiscall

_ZN10CUtlBuffer7PutCharEc

Decompiled

undefined (2 params)

/* CUtlBuffer::PutChar(char) */

void __thiscall CUtlBuffer::PutChar(CUtlBuffer *this,char param_1)

{
  char cVar1;
  int iVar2;
  
  if (((((byte)this[0x15] & 1) != 0) && (*(int *)(this + 0x10) != 0)) &&
     (*(char *)(*(int *)this + ((*(int *)(this + 0x10) + -1) - *(int *)(this + 0x20))) == '\n')) {
    if (((byte)this[0x15] & 0x10) == 0) {
      iVar2 = *(int *)(this + 0x18);
    }
    else {
      iVar2 = 0;
    }
    while (iVar2 = iVar2 + -1, -1 < iVar2) {
      cVar1 = CheckPut(this,1);
      if (cVar1 != '\0') {
        *(undefined1 *)(*(int *)this + (*(int *)(this + 0x10) - *(int *)(this + 0x20))) = 9;
        *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
        AddNullTermination(this);
      }
    }
  }
  cVar1 = CheckPut(this,1);
  if (cVar1 == '\0') {
    return;
  }
  *(char *)(*(int *)this + (*(int *)(this + 0x10) - *(int *)(this + 0x20))) = param_1;
  *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
  AddNullTermination(this);
  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)