L L4D2node

CUtlBuffer::SetOverflowFuncs

0x00260640 · 32 bytes · __cdecl

_ZN10CUtlBuffer16SetOverflowFuncsEMS_FbiES1_

Decompiled

undefined (2 params)

/* CUtlBuffer::SetOverflowFuncs(bool (CUtlBuffer::*)(int), bool (CUtlBuffer::*)(int)) */

void CUtlBuffer::SetOverflowFuncs(_func_bool_int *param_1,_func_bool_int *param_2)

{
  undefined4 in_stack_0000000c;
  undefined4 in_stack_00000010;
  undefined4 in_stack_00000014;
  
  *(_func_bool_int **)(param_1 + 0x24) = param_2;
  *(undefined4 *)(param_1 + 0x28) = in_stack_0000000c;
  *(undefined4 *)(param_1 + 0x2c) = in_stack_00000010;
  *(undefined4 *)(param_1 + 0x30) = in_stack_00000014;
  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)