L L4D2node

CUtlBuffer::GetType<int>

0x002147c0 · 199 bytes · __thiscall

_ZN10CUtlBuffer7GetTypeIiEEvRT_PKc

Decompiled

void (3 params)

/* void CUtlBuffer::GetType<int>(int&, char const*) */

void __thiscall CUtlBuffer::GetType<int>(CUtlBuffer *this,int *param_1,char *param_2)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  undefined1 local_10;
  undefined1 uStack_f;
  undefined1 uStack_e;
  undefined1 uStack_d;
  
  if (((byte)this[0x15] & 1) != 0) {
    *param_1 = 0;
    Scanf(this,param_2,param_1);
    return;
  }
  cVar1 = CheckGet(this,4);
  if (cVar1 != '\0') {
    if (((byte)this[0x34] & 1) == 0) {
      *param_1 = *(int *)(*(int *)this + (*(int *)(this + 0xc) - *(int *)(this + 0x20)));
      iVar3 = *(int *)(this + 0xc);
    }
    else {
      iVar3 = *(int *)(this + 0xc);
      piVar2 = (int *)((iVar3 - *(int *)(this + 0x20)) + *(int *)this);
      if (param_1 != (int *)0x0) {
        if (piVar2 == (int *)0x0) {
          piVar2 = param_1;
        }
        _local_10 = CONCAT13((char)*piVar2,
                             CONCAT12(*(undefined1 *)((int)piVar2 + 1),
                                      CONCAT11(*(undefined1 *)((int)piVar2 + 2),
                                               *(undefined1 *)((int)piVar2 + 3))));
        _V_memcpy(param_1,&local_10,4);
        iVar3 = *(int *)(this + 0xc);
      }
    }
    *(int *)(this + 0xc) = iVar3 + 4;
    return;
  }
  *param_1 = 0;
  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)