L L4D2node

CUtlBuffer::GetUpTo

0x002609b0 · 84 bytes · __thiscall

_ZN10CUtlBuffer7GetUpToEPvi

Decompiled

undefined (3 params)

/* CUtlBuffer::GetUpTo(void*, int) */

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

{
  int iVar1;
  char cVar2;
  int iVar3;
  
  cVar2 = CheckArbitraryPeekGet(this,0,&param_2);
  iVar1 = param_2;
  iVar3 = 0;
  if (cVar2 != '\0') {
    memcpy(param_1,(void *)((*(int *)(this + 0xc) - *(int *)(this + 0x20)) + *(int *)this),param_2);
    *(int *)(this + 0xc) = *(int *)(this + 0xc) + iVar1;
    iVar3 = iVar1;
  }
  return iVar3;
}

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)