L L4D2node

CUtlBuffer::CheckArbitraryPeekGet

0x00260920 · 122 bytes · __thiscall

_ZN10CUtlBuffer21CheckArbitraryPeekGetEiRi

Decompiled

undefined (3 params)

/* CUtlBuffer::CheckArbitraryPeekGet(int, int&) */

undefined4 __thiscall CUtlBuffer::CheckArbitraryPeekGet(CUtlBuffer *this,int param_1,int *param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  CUtlBuffer *in_stack_ffffffe4;
  int in_stack_ffffffe8;
  int in_stack_ffffffec;
  
  iVar1 = *(int *)(this + 0x1c);
  iVar3 = param_1 + *(int *)(this + 0xc);
  if (iVar1 <= iVar3) {
    *param_2 = 0;
    return 0;
  }
  iVar2 = *param_2;
  if (iVar1 < iVar3 + iVar2) {
    iVar2 = (iVar1 - *(int *)(this + 0xc)) - param_1;
    *param_2 = iVar2;
  }
  if (((byte)this[0x14] & 2) == 0) {
    CheckPeekGet(in_stack_ffffffe4,in_stack_ffffffe8,in_stack_ffffffec);
    iVar2 = *param_2;
    iVar1 = *(int *)(this + 0x1c) - *(int *)(this + 0xc);
    if (iVar2 <= iVar1) goto LAB_0026095f;
  }
  else {
    iVar1 = *(int *)(this + 0x1c) - *(int *)(this + 0xc);
    if (iVar2 <= iVar1) goto LAB_0026095f;
  }
  *param_2 = iVar1;
  iVar2 = iVar1;
LAB_0026095f:
  return CONCAT31((int3)((uint)iVar1 >> 8),iVar2 != 0);
}

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)