L L4D2node

CUtlString::operator+=

0x0004f670 · 168 bytes · __thiscall

_ZN10CUtlStringpLEPKc

Decompiled

undefined (2 params)

/* CUtlString::TEMPNAMEPLACEHOLDERVALUE(char const*) */

CUtlString * __thiscall CUtlString::operator+=(CUtlString *this,char *param_1)

{
  size_t __n;
  int iVar1;
  int iVar2;
  
  if (*(int *)(this + 0xc) == 0) {
    iVar2 = 0;
  }
  else {
    iVar2 = *(int *)(this + 0xc) + -1;
  }
  __n = _V_strlen(param_1);
  iVar1 = 0;
  if (0 < (int)(__n + iVar2)) {
    iVar1 = __n + iVar2 + 1;
  }
  CUtlBinaryBlock::SetLength((CUtlBinaryBlock *)this,iVar1);
  if (*(int *)(this + 0xc) == 0) {
    if (-__n == iVar2 || -iVar2 < (int)__n) {
      __n = -iVar2;
    }
    iVar1 = 0;
    CUtlBinaryBlock::SetLength((CUtlBinaryBlock *)this,1);
    **(undefined1 **)this = 0;
  }
  else {
    iVar1 = *(int *)(this + 0xc) + -1;
    if (iVar1 - iVar2 <= (int)__n) {
      __n = iVar1 - iVar2;
    }
  }
  memcpy((void *)(iVar2 + *(int *)this),param_1,__n);
  *(undefined1 *)(*(int *)this + iVar1) = 0;
  return this;
}

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)