CUtlBuffer::Put
0x00261df0 · 97 bytes · __thiscall
_ZN10CUtlBuffer3PutEPKvi
Decompiled
undefined (3 params)
/* CUtlBuffer::Put(void const*, int) */
void __thiscall CUtlBuffer::Put(CUtlBuffer *this,void *param_1,int param_2)
{
int iVar1;
char cVar2;
if (param_2 != 0) {
cVar2 = CheckPut(this,param_2);
if ((cVar2 != '\0') && (-1 < *(int *)(this + 0x10) - *(int *)(this + 0x20))) {
memcpy((void *)((*(int *)(this + 0x10) - *(int *)(this + 0x20)) + *(int *)this),param_1,
param_2);
iVar1 = *(int *)(this + 0x10);
*(int *)(this + 0x10) = param_2 + iVar1;
if (*(int *)(this + 0x1c) < param_2 + iVar1) {
AddNullTermination(this);
return;
}
}
}
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.