CUtlStreamBuffer::ReadBytesFromFile
0x0028d300 · 232 bytes · __thiscall
_ZN16CUtlStreamBuffer17ReadBytesFromFileEii
Decompiled
undefined (3 params)
/* CUtlStreamBuffer::ReadBytesFromFile(int, int) */
int __thiscall CUtlStreamBuffer::ReadBytesFromFile(CUtlStreamBuffer *this,int param_1,int param_2)
{
int iVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0x38);
if (iVar2 == 0) {
if (*(char **)(this + 0x3c) == (char *)0x0) {
Warning("File has not been opened!\n");
return 0;
}
iVar2 = OpenFile(this,*(char **)(this + 0x3c),*(char **)(this + 0x40),*(int *)(this + 0x44));
*(int *)(this + 0x38) = iVar2;
if (iVar2 == 0) {
Error("Unable to read file %s!\n",*(undefined4 *)(this + 0x3c));
return 0;
}
if (*(int *)(this + 0x20) != 0) {
(**(code **)(*(int *)(g_pFullFileSystem + 4) + 0x10))
(g_pFullFileSystem + 4,iVar2,*(int *)(this + 0x20),0);
iVar2 = *(int *)(this + 0x38);
}
}
iVar1 = *(int *)this;
iVar2 = (*(code *)**(undefined4 **)(g_pFullFileSystem + 4))
(g_pFullFileSystem + 4,iVar1 + param_2,param_1,iVar2);
if ((param_1 != iVar2) &&
(iVar3 = *(int *)(this + 0xc) + param_2 + iVar2, iVar3 < *(int *)(this + 0x1c))) {
*(int *)(this + 0x1c) = iVar3;
}
if (param_2 + iVar2 < *(int *)(this + 4)) {
*(undefined1 *)(iVar1 + param_2 + iVar2) = 0;
}
return iVar2;
}
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.