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,¶m_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 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.