L L4D2node

CCircularBuffer::Read

0x00b69210 · 102 bytes · __thiscall

_ZN15CCircularBuffer4ReadEPvi

Decompiled

undefined (3 params)

/* CCircularBuffer::Read(void*, int) */

int __thiscall CCircularBuffer::Read(CCircularBuffer *this,void *param_1,int param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = Peek(this,param_1,param_2);
  iVar3 = 0;
  if ((iVar2 != 0) && (iVar1 = *(int *)this, iVar1 != 0)) {
    iVar3 = iVar2;
    if (iVar1 < iVar2) {
      iVar3 = iVar1;
    }
    *(int *)this = iVar1 - iVar3;
    *(int *)(this + 4) = (iVar3 + *(int *)(this + 4)) % *(int *)(this + 0xc);
    if (iVar1 - iVar3 == 0) {
      *(undefined4 *)(this + 4) = 0;
      *(undefined4 *)(this + 8) = 0;
      return iVar3;
    }
  }
  return iVar3;
}

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)