L L4D2node

CUtlFilenameSymbolTable::SaveToBuffer

0x00050460 · 56 bytes · __thiscall

_ZN23CUtlFilenameSymbolTable12SaveToBufferER10CUtlBuffer

Decompiled

undefined (2 params)

/* CUtlFilenameSymbolTable::SaveToBuffer(CUtlBuffer&) */

undefined4 __thiscall
CUtlFilenameSymbolTable::SaveToBuffer(CUtlFilenameSymbolTable *this,CUtlBuffer *param_1)

{
  undefined4 uVar1;
  
  CThreadSpinRWLock::LockForRead();
  uVar1 = CCountedStringPool::SaveToBuffer((CCountedStringPool *)this,param_1);
  CThreadSpinRWLock::UnlockRead();
  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)