L L4D2node

CUtlBuffer::CheckPeekGet

0x00260820 · 25 bytes · __thiscall

_ZN10CUtlBuffer12CheckPeekGetEii

Decompiled

undefined (3 params)

/* CUtlBuffer::CheckPeekGet(int, int) */

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

{
  longlong lVar1;
  
  if (((byte)this[0x14] & 2) != 0) {
    return (ulonglong)(uint)param_1 << 0x20;
  }
  lVar1 = CheckPeekGet(this,param_1,param_2);
  return lVar1;
}

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)