L L4D2node

CUtlBuffer::Get

0x00260730 · 71 bytes · __thiscall

_ZN10CUtlBuffer3GetEPvi

Decompiled

undefined (3 params)

/* CUtlBuffer::Get(void*, int) */

void __thiscall CUtlBuffer::Get(CUtlBuffer *this,void *param_1,int param_2)

{
  char cVar1;
  
  if (0 < param_2) {
    cVar1 = CheckGet(this,param_2);
    if (cVar1 != '\0') {
      memcpy(param_1,(void *)((*(int *)(this + 0xc) - *(int *)(this + 0x20)) + *(int *)this),param_2
            );
      *(int *)(this + 0xc) = *(int *)(this + 0xc) + param_2;
    }
  }
  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)