L L4D2node

InternalBitBufErrorHandler

0x00240be0 · 17 bytes · __cdecl

_Z26InternalBitBufErrorHandler15BitBufErrorTypePKc

Decompiled

undefined (2 params)

/* InternalBitBufErrorHandler(BitBufErrorType, char const*) */

void InternalBitBufErrorHandler(void)

{
  if (g_BitBufErrorHandler != (code *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00240bed. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (*g_BitBufErrorHandler)();
    return;
  }
  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)