L L4D2node

CUtlBuffer::CheckPeekGet

0x002607f0 · 33 bytes · __thiscall

_ZN10CUtlBuffer12CheckPeekGetEii.part.16

Decompiled

undefined (3 params)

/* CUtlBuffer::CheckPeekGet(int, int) [clone .part.16] */

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

{
  CUtlBuffer *in_EAX;
  int in_ECX;
  int in_EDX;
  
  CheckGet(in_EAX,in_EDX + in_ECX);
  in_EAX[0x14] = (CUtlBuffer)((byte)in_EAX[0x14] & 0xfd);
  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)