CUtlBuffer::GetLine
0x00260e40 · 170 bytes · __thiscall
_ZN10CUtlBuffer7GetLineEPci
Decompiled
undefined (3 params)
/* CUtlBuffer::GetLine(char*, int) */
void __thiscall CUtlBuffer::GetLine(CUtlBuffer *this,char *param_1,int param_2)
{
int iVar1;
CUtlBuffer *in_stack_ffffffd4;
if (this[0x14] == (CUtlBuffer)0x0) {
if (param_2 == 0) {
iVar1 = PeekLineLength(in_stack_ffffffd4);
if (iVar1 != 0) {
LAB_00260ed0:
Get(this,param_1,iVar1 + -1);
param_1[iVar1 + -1] = '\0';
return;
}
}
else {
iVar1 = PeekLineLength(in_stack_ffffffd4);
if (iVar1 != 0) {
if (param_2 < iVar1) {
Get(this,param_1,param_2 + -1);
param_1[param_2 + -1] = '\0';
SeekGet();
return;
}
goto LAB_00260ed0;
}
}
*param_1 = '\0';
this[0x14] = (CUtlBuffer)((byte)this[0x14] | 2);
}
else {
*param_1 = '\0';
}
return;
}
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.