L L4D2node

CUtlBinaryBlock::Set

0x0004f200 · 98 bytes · __thiscall

_ZN15CUtlBinaryBlock3SetEPKvi

Decompiled

undefined (3 params)

/* CUtlBinaryBlock::Set(void const*, int) */

void __thiscall CUtlBinaryBlock::Set(CUtlBinaryBlock *this,void *param_1,int param_2)

{
  size_t __n;
  void *__dest;
  int iVar1;
  
  iVar1 = 0;
  if (param_1 != (void *)0x0) {
    iVar1 = param_2;
  }
  SetLength(this,iVar1);
  __n = *(size_t *)(this + 0xc);
  if (__n != 0) {
    __dest = *(void **)this;
    if ((__dest < (void *)(iVar1 + (int)param_1)) && (param_1 < (void *)((int)__dest + __n))) {
      memmove(__dest,param_1,__n);
      return;
    }
    memcpy(__dest,param_1,__n);
    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)