L L4D2node

CUtlBuffer::GetDelimitedCharInternal

0x0004d680 · 209 bytes · __thiscall

_ZN10CUtlBuffer24GetDelimitedCharInternalEP18CUtlCharConversion

Decompiled

undefined (2 params)

/* CUtlBuffer::GetDelimitedCharInternal(CUtlCharConversion*) */

uint __thiscall CUtlBuffer::GetDelimitedCharInternal(CUtlBuffer *this,CUtlCharConversion *param_1)

{
  CUtlCharConversion CVar1;
  char cVar2;
  uint uVar3;
  uint local_20 [4];
  
  if (((byte)this[0x15] & 1) == 0) {
    cVar2 = CheckGet(this,1);
    uVar3 = 0;
    if (cVar2 != '\0') {
      CVar1 = *(CUtlCharConversion *)(*(int *)this + (*(int *)(this + 0xc) - *(int *)(this + 0x20)))
      ;
      *(int *)(this + 0xc) = *(int *)(this + 0xc) + 1;
      if (param_1[4] != CVar1) {
        return (uint)(byte)CVar1;
      }
      goto LAB_0004d700;
    }
  }
  else {
    local_20[0] = local_20[0] & 0xffffff00;
    Scanf(this,"%c",local_20);
    uVar3 = local_20[0] & 0xff;
  }
  if (param_1[4] != SUB41(uVar3,0)) {
    return uVar3;
  }
LAB_0004d700:
  local_20[0] = *(uint *)(param_1 + 0x14);
  uVar3 = CheckArbitraryPeekGet(this,0,(int *)local_20);
  if ((char)uVar3 != '\0') {
    uVar3 = (*(code *)**(undefined4 **)param_1)
                      (param_1,(*(int *)(this + 0xc) - *(int *)(this + 0x20)) + *(int *)this,
                       local_20);
    SeekGet(this,1,local_20[0]);
  }
  return uVar3;
}

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)