L L4D2node

CCircularBuffer::Advance

0x00b691d0 · 64 bytes · __thiscall

_ZN15CCircularBuffer7AdvanceEi

Decompiled

undefined (2 params)

/* CCircularBuffer::Advance(int) */

int __thiscall CCircularBuffer::Advance(CCircularBuffer *this,int param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  iVar1 = *(int *)this;
  if (iVar1 != 0) {
    iVar2 = param_1;
    if (iVar1 < param_1) {
      iVar2 = iVar1;
    }
    *(int *)this = iVar1 - iVar2;
    *(int *)(this + 4) = (*(int *)(this + 4) + iVar2) % *(int *)(this + 0xc);
    if (iVar1 - iVar2 == 0) {
      *(undefined4 *)(this + 4) = 0;
      *(undefined4 *)(this + 8) = 0;
    }
  }
  return iVar2;
}

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)