L L4D2node

CUtlBuffer::Put

0x0004de60 · 97 bytes · __thiscall

_ZN10CUtlBuffer3PutEPKvi

Decompiled

undefined (3 params)

/* CUtlBuffer::Put(void const*, int) */

void __thiscall CUtlBuffer::Put(CUtlBuffer *this,void *param_1,int param_2)

{
  int iVar1;
  char cVar2;
  
  if (param_2 != 0) {
    cVar2 = CheckPut(this,param_2);
    if ((cVar2 != '\0') && (-1 < *(int *)(this + 0x10) - *(int *)(this + 0x20))) {
      memcpy((void *)((*(int *)(this + 0x10) - *(int *)(this + 0x20)) + *(int *)this),param_1,
             param_2);
      iVar1 = *(int *)(this + 0x10);
      *(int *)(this + 0x10) = param_2 + iVar1;
      if (*(int *)(this + 0x1c) < param_2 + iVar1) {
        AddNullTermination(this);
        return;
      }
    }
  }
  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)