CUtlBuffer::CheckGet
0x0004c730 · 102 bytes · __thiscall
_ZN10CUtlBuffer8CheckGetEi
Decompiled
undefined (2 params)
/* CUtlBuffer::CheckGet(int) */
undefined4 __thiscall CUtlBuffer::CheckGet(CUtlBuffer *this,int param_1)
{
int iVar1;
undefined4 uVar2;
uVar2 = 0;
if (((byte)this[0x14] & 2) == 0) {
iVar1 = *(int *)(this + 0xc);
if (*(int *)(this + 0x1c) < iVar1 + param_1) {
this[0x14] = (CUtlBuffer)((byte)this[0x14] | 2);
return uVar2;
}
if (((iVar1 < *(int *)(this + 0x20)) ||
(uVar2 = 1, *(int *)(this + 4) < (iVar1 - *(int *)(this + 0x20)) + param_1)) &&
(uVar2 = OnGetOverflow((int)this), (char)uVar2 == '\0')) {
this[0x14] = (CUtlBuffer)((byte)this[0x14] | 2);
}
}
return uVar2;
}
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.