L L4D2node

CUtlBuffer::CUtlBuffer

0x00262930 · 129 bytes · __thiscall

_ZN10CUtlBufferC1EPKvii

Decompiled

undefined (4 params)

/* CUtlBuffer::CUtlBuffer(void const*, int, int) */

void __thiscall CUtlBuffer::CUtlBuffer(CUtlBuffer *this,void *param_1,int param_2,int param_3)

{
  CUtlBuffer *in_stack_ffffffe4;
  
  this[0x34] = (CUtlBuffer)((byte)this[0x34] & 0xfc);
  *(undefined4 *)(this + 8) = 0xffffffff;
  this[0x14] = (CUtlBuffer)0x0;
  *(void **)this = param_1;
  *(int *)(this + 4) = param_2;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  this[0x15] = SUB41(param_3,0);
  if ((param_3 & 8U) == 0) {
    *(undefined4 *)(this + 0x1c) = 0xffffffff;
                    /* try { // try from 002629b1 to 002629b5 has its CatchHandler @ 002629b8 */
    AddNullTermination(in_stack_ffffffe4);
  }
  else {
    *(int *)(this + 0x1c) = param_2;
  }
  *(code **)(this + 0x24) = GetOverflow;
  *(undefined4 *)(this + 0x28) = 0;
  *(code **)(this + 0x2c) = PutOverflow;
  *(undefined4 *)(this + 0x30) = 0;
  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)