L L4D2node

CUtlBuffer::CheckPut

0x0004dd80 · 90 bytes · __thiscall

_ZN10CUtlBuffer8CheckPutEi

Decompiled

undefined (2 params)

/* CUtlBuffer::CheckPut(int) */

undefined4 __thiscall CUtlBuffer::CheckPut(CUtlBuffer *this,int param_1)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if ((((byte)this[0x14] & 1) == 0) && (((byte)this[0x15] & 8) == 0)) {
    if ((*(int *)(this + 0x20) <= *(int *)(this + 0x10)) &&
       ((*(int *)(this + 0x10) - *(int *)(this + 0x20)) + param_1 <= *(int *)(this + 4))) {
      return 1;
    }
    uVar1 = OnPutOverflow((int)this);
    if ((char)uVar1 == '\0') {
      this[0x14] = (CUtlBuffer)((byte)this[0x14] | 1);
      return uVar1;
    }
  }
  return uVar1;
}

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)