CCircularBuffer::Write
0x00b69280 · 155 bytes · __thiscall
_ZN15CCircularBuffer5WriteEPvi
Decompiled
undefined (3 params)
/* CCircularBuffer::Write(void*, int) */
int __thiscall CCircularBuffer::Write(CCircularBuffer *this,void *param_1,int param_2)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
int local_20;
if (param_2 == 0) {
iVar1 = *(int *)(this + 0xc);
}
else {
iVar2 = *(int *)(this + 8);
iVar1 = *(int *)(this + 0xc);
local_20 = param_2;
do {
iVar3 = local_20 + iVar2;
if (iVar1 <= local_20 + iVar2) {
iVar3 = iVar1;
}
iVar4 = iVar2 - iVar3;
memcpy(this + iVar2 + 0x10,param_1,iVar3 - iVar2);
iVar1 = *(int *)(this + 0xc);
param_1 = (void *)((int)param_1 + (iVar3 - iVar2));
iVar2 = iVar3 % iVar1;
local_20 = local_20 + iVar4;
*(int *)(this + 8) = iVar2;
} while (local_20 != 0);
}
if (iVar1 - *(int *)this < param_2) {
*(int *)this = iVar1;
*(undefined4 *)(this + 4) = *(undefined4 *)(this + 8);
return param_2;
}
*(int *)this = *(int *)this + param_2;
return param_2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.