L L4D2node

CUtlBuffer::GetString

0x0004d0d0 · 224 bytes · __thiscall

_ZN10CUtlBuffer9GetStringEPcj

Decompiled

undefined (3 params)

/* CUtlBuffer::GetString(char*, unsigned int) */

void __thiscall CUtlBuffer::GetString(CUtlBuffer *this,char *param_1,uint param_2)

{
  char cVar1;
  uint uVar2;
  CUtlBuffer *in_stack_ffffffd4;
  
  if (this[0x14] != (CUtlBuffer)0x0) {
    *param_1 = '\0';
    return;
  }
  if (param_2 != 0) {
    uVar2 = PeekStringLength(in_stack_ffffffd4);
    if (((byte)this[0x15] & 1) != 0) {
      EatWhiteSpace(this);
    }
    if ((int)uVar2 < 1) {
      *param_1 = '\0';
      this[0x14] = (CUtlBuffer)((byte)this[0x14] | 2);
    }
    else {
      if (uVar2 < param_2) {
        Get(this,param_1,uVar2 - 1);
        param_1[uVar2 - 1] = '\0';
      }
      else {
        Get(this,param_1,param_2 - 1);
        param_1[param_2 - 1] = '\0';
        if (param_2 < uVar2) {
          SeekGet(this,1,uVar2 - param_2);
        }
      }
      if ((((byte)this[0x15] & 1) == 0) && (cVar1 = CheckGet(this,1), cVar1 != '\0')) {
        *(int *)(this + 0xc) = *(int *)(this + 0xc) + 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)