L L4D2node

bf_write::WriteString

0x00099a40 · 97 bytes · __thiscall

_ZN8bf_write11WriteStringEPKc

Decompiled

undefined (2 params)

/* bf_write::WriteString(char const*) */

byte __thiscall bf_write::WriteString(bf_write *this,char *param_1)

{
  char cVar1;
  
  if (param_1 == (char *)0x0) {
    WriteSBitLong(this,0,8);
  }
  else {
    do {
      WriteSBitLong(this,(int)*param_1,8);
      cVar1 = *param_1;
      param_1 = param_1 + 1;
    } while (cVar1 != '\0');
  }
  return (byte)this[0x10] ^ 1;
}

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)