L L4D2node

CUtlBuffer::EatWhiteSpace

0x00260780 · 103 bytes · __thiscall

_ZN10CUtlBuffer13EatWhiteSpaceEv

Decompiled

undefined (1 param)

/* CUtlBuffer::EatWhiteSpace() */

void __thiscall CUtlBuffer::EatWhiteSpace(CUtlBuffer *this)

{
  char cVar1;
  uint uVar2;
  
  if ((((byte)this[0x15] & 1) != 0) && (this[0x14] == (CUtlBuffer)0x0)) {
    while (cVar1 = CheckGet(this,1), cVar1 != '\0') {
      uVar2 = *(byte *)(*(int *)this + (*(int *)(this + 0xc) - *(int *)(this + 0x20))) - 9;
      if (0x17 < uVar2) {
        return;
      }
      if ((1 << ((byte)uVar2 & 0x1f) & 0x80001fU) == 0) {
        return;
      }
      *(int *)(this + 0xc) = *(int *)(this + 0xc) + 1;
    }
  }
  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)