L L4D2node

CCircularBuffer::Peek

0x00b69130 · 140 bytes · __thiscall

_ZN15CCircularBuffer4PeekEPci

Decompiled

undefined (3 params)

/* CCircularBuffer::Peek(char*, int) */

size_t __thiscall CCircularBuffer::Peek(CCircularBuffer *this,char *param_1,int param_2)

{
  int iVar1;
  size_t __n;
  size_t sVar2;
  
  __n = 0;
  sVar2 = *(size_t *)this;
  if (sVar2 != 0) {
    iVar1 = *(int *)(this + 4);
    __n = sVar2;
    if (param_2 <= (int)sVar2) {
      __n = param_2;
    }
    if ((int)(iVar1 + __n) <= *(int *)(this + 0xc)) {
      memcpy(param_1,this + iVar1 + 0x10,__n);
      return __n;
    }
    sVar2 = *(int *)(this + 0xc) - iVar1;
    memcpy(param_1,this + iVar1 + 0x10,sVar2);
    memcpy(param_1 + sVar2,this + 0x10,__n - sVar2);
  }
  return __n;
}

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)