L L4D2node

bf_write::WriteBytes

0x00b65c80 · 42 bytes · __thiscall

_ZN8bf_write10WriteBytesEPKvi

Decompiled

undefined (3 params)

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

longlong __thiscall bf_write::WriteBytes(bf_write *this,void *param_1,int param_2)

{
  longlong lVar1;
  
  if (*(int *)(this + 8) < *(int *)(this + 0xc) + param_2 * 8) {
    this[0x10] = (bf_write)0x1;
    return ZEXT48(param_1) << 0x20;
  }
  lVar1 = WriteBits(this,param_1,param_2);
  return lVar1;
}

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)