L L4D2node

bf_write::bf_write

0x00097b30 · 76 bytes · __thiscall

_ZN8bf_writeC1EPKcPvii

Decompiled

undefined (5 params)

/* bf_write::bf_write(char const*, void*, int, int) */

void __thiscall
bf_write::bf_write(bf_write *this,char *param_1,void *param_2,int param_3,int param_4)

{
  this[0x11] = (bf_write)0x1;
  *(char **)(this + 0x14) = param_1;
  *(uint *)(this + 4) = param_3 & 0xfffffffcU;
  *(void **)this = param_2;
  if (param_4 != -1) {
    *(int *)(this + 8) = param_4;
    *(undefined4 *)(this + 0xc) = 0;
    this[0x10] = (bf_write)0x0;
    return;
  }
  *(undefined4 *)(this + 0xc) = 0;
  *(uint *)(this + 8) = (param_3 & 0xfffffffcU) << 3;
  this[0x10] = (bf_write)0x0;
  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)