L L4D2node

CUtlBuffer::PeekGet

0x00260d80 · 53 bytes · __thiscall

_ZN10CUtlBuffer7PeekGetEii

Decompiled

undefined (3 params)

/* CUtlBuffer::PeekGet(int, int) */

int __thiscall CUtlBuffer::PeekGet(CUtlBuffer *this,int param_1,int param_2)

{
  char cVar1;
  CUtlBuffer *unaff_EBX;
  int unaff_EBP;
  int unaff_ESI;
  
  if (((byte)this[0x14] & 2) == 0) {
    cVar1 = CheckPeekGet(unaff_EBX,unaff_ESI,unaff_EBP);
    if (cVar1 != '\0') {
      return ((*(int *)(this + 0xc) + param_2) - *(int *)(this + 0x20)) + *(int *)this;
    }
  }
  return 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)