L L4D2node

CSave::BufferData

0x004a7e10 · 89 bytes · __thiscall

_ZN5CSave10BufferDataEPKci

Decompiled

undefined (3 params)

/* CSave::BufferData(char const*, int) */

void __thiscall CSave::BufferData(CSave *this,char *param_1,int param_2)

{
  int iVar1;
  
  iVar1 = *(int *)(this + 0x18);
  if (iVar1 != 0) {
    if (*(int *)(iVar1 + 0xc) - *(int *)(iVar1 + 8) < param_2) {
      *(int *)(iVar1 + 8) = *(int *)(iVar1 + 0xc);
      Warning();
      return;
    }
    memcpy(*(void **)(iVar1 + 4),param_1,param_2);
    *(int *)(iVar1 + 4) = *(int *)(iVar1 + 4) + param_2;
    *(int *)(iVar1 + 8) = *(int *)(iVar1 + 8) + param_2;
  }
  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)