L L4D2node

CUtlBuffer::CheckGet

0x002606c0 · 102 bytes · __thiscall

_ZN10CUtlBuffer8CheckGetEi

Decompiled

undefined (2 params)

/* CUtlBuffer::CheckGet(int) */

undefined4 __thiscall CUtlBuffer::CheckGet(CUtlBuffer *this,int param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  uVar2 = 0;
  if (((byte)this[0x14] & 2) == 0) {
    iVar1 = *(int *)(this + 0xc);
    if (*(int *)(this + 0x1c) < iVar1 + param_1) {
      this[0x14] = (CUtlBuffer)((byte)this[0x14] | 2);
      return uVar2;
    }
    if (((iVar1 < *(int *)(this + 0x20)) ||
        (uVar2 = 1, *(int *)(this + 4) < (iVar1 - *(int *)(this + 0x20)) + param_1)) &&
       (uVar2 = OnGetOverflow((int)this), (char)uVar2 == '\0')) {
      this[0x14] = (CUtlBuffer)((byte)this[0x14] | 2);
    }
  }
  return uVar2;
}

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)