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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.