L L4D2node

CUtlString::operator+=

0x002636c0 · 95 bytes · __thiscall

_ZN10CUtlStringpLEc

Decompiled

undefined (2 params)

/* CUtlString::TEMPNAMEPLACEHOLDERVALUE(char) */

CUtlString * __thiscall CUtlString::operator+=(CUtlString *this,char param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = *(int *)(this + 0xc);
  if (iVar3 == 0) {
    iVar3 = 1;
    iVar2 = 0;
    iVar1 = 2;
  }
  else {
    iVar2 = iVar3 + -1;
    iVar1 = iVar3 + 1;
    if (iVar3 < 1) {
      iVar1 = 0;
    }
  }
  CUtlBinaryBlock::SetLength((CUtlBinaryBlock *)this,iVar1);
  *(char *)(*(int *)this + iVar2) = param_1;
  *(undefined1 *)(*(int *)this + iVar3) = 0;
  return this;
}

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)