L L4D2node

CCommandBuffer::LimitArgumentBufferSize

0x00245f20 · 35 bytes · __thiscall

_ZN14CCommandBuffer23LimitArgumentBufferSizeEi

Decompiled

undefined (2 params)

/* CCommandBuffer::LimitArgumentBufferSize(int) */

void __thiscall CCommandBuffer::LimitArgumentBufferSize(CCommandBuffer *this,int param_1)

{
  int iVar1;
  
  iVar1 = 0x2000;
  if ((param_1 < 0x2001) && (param_1 != 0)) {
    iVar1 = param_1;
  }
  *(int *)(this + 0x2044) = iVar1;
  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)