L L4D2node

CUtlBuffer::SetBigEndian

0x002626f0 · 34 bytes · __thiscall

_ZN10CUtlBuffer12SetBigEndianEb

Decompiled

undefined (2 params)

/* CUtlBuffer::SetBigEndian(bool) */

void __thiscall CUtlBuffer::SetBigEndian(CUtlBuffer *this,bool param_1)

{
  this[0x34] = (CUtlBuffer)((byte)this[0x34] & 0xfc | param_1 * '\x02' | param_1);
  return;
}

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)