L L4D2node

CUtlBuffer::PeekStringMatch

0x002608c0 · 85 bytes · __thiscall

_ZN10CUtlBuffer15PeekStringMatchEiPKci

Decompiled

undefined (4 params)

/* CUtlBuffer::PeekStringMatch(int, char const*, int) */

bool __thiscall CUtlBuffer::PeekStringMatch(CUtlBuffer *this,int param_1,char *param_2,int param_3)

{
  char cVar1;
  int iVar2;
  CUtlBuffer *in_stack_ffffffe4;
  int in_stack_ffffffe8;
  int in_stack_ffffffec;
  
  if (((byte)this[0x14] & 2) == 0) {
    cVar1 = CheckPeekGet(in_stack_ffffffe4,in_stack_ffffffe8,in_stack_ffffffec);
    if (cVar1 != '\0') {
      iVar2 = V_strncmp((char *)(((param_1 + *(int *)(this + 0xc)) - *(int *)(this + 0x20)) +
                                *(int *)this),param_2,param_3);
      return iVar2 == 0;
    }
  }
  return false;
}

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)