L L4D2node

CRestore::BufferReadBytes

0x004a9630 · 107 bytes · __thiscall

_ZN8CRestore15BufferReadBytesEPci

Decompiled

undefined (3 params)

/* CRestore::BufferReadBytes(char*, int) */

void __thiscall CRestore::BufferReadBytes(CRestore *this,char *param_1,int param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar1 = *(int *)(this + 0x18);
  if (iVar1 != 0) {
    iVar3 = *(int *)(iVar1 + 8);
    iVar2 = *(int *)(iVar1 + 0xc);
    if (iVar3 != iVar2) {
      if (iVar2 - iVar3 < param_2) {
        *(int *)(iVar1 + 8) = iVar2;
        Warning();
        return;
      }
      if (param_1 != (char *)0x0) {
        memcpy(param_1,*(void **)(iVar1 + 4),param_2);
        iVar3 = *(int *)(iVar1 + 8);
      }
      *(int *)(iVar1 + 4) = *(int *)(iVar1 + 4) + param_2;
      *(int *)(iVar1 + 8) = iVar3 + 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)