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 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.