L L4D2node

CUtlBuffer::GetDelimitedChar

0x002616f0 · 133 bytes · __thiscall

_ZN10CUtlBuffer16GetDelimitedCharEP18CUtlCharConversion

Decompiled

undefined (2 params)

/* CUtlBuffer::GetDelimitedChar(CUtlCharConversion*) */

uint __thiscall CUtlBuffer::GetDelimitedChar(CUtlBuffer *this,CUtlCharConversion *param_1)

{
  char cVar1;
  uint uVar2;
  byte local_d [5];
  
  if (((byte)this[0x15] & 1) == 0) {
    cVar1 = CheckGet(this,1);
    uVar2 = 0;
    if (cVar1 != '\0') {
      uVar2 = (uint)*(byte *)(*(int *)this + (*(int *)(this + 0xc) - *(int *)(this + 0x20)));
      *(int *)(this + 0xc) = *(int *)(this + 0xc) + 1;
    }
    return uVar2;
  }
  if (param_1 != (CUtlCharConversion *)0x0) {
    uVar2 = GetDelimitedCharInternal(this,param_1);
    return uVar2;
  }
  local_d[0] = 0;
  Scanf(this,"%c",local_d);
  return (uint)local_d[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)