CUtlBuffer::SetBufferType
0x00b7e510 · 55 bytes · __thiscall
_ZN10CUtlBuffer13SetBufferTypeEbb
Decompiled
undefined (3 params)
/* CUtlBuffer::SetBufferType(bool, bool) */
void __thiscall CUtlBuffer::SetBufferType(CUtlBuffer *this,bool param_1,bool param_2)
{
CUtlBuffer CVar1;
if (param_1) {
CVar1 = (CUtlBuffer)((byte)this[0x15] | 1);
this[0x15] = CVar1;
}
else {
CVar1 = (CUtlBuffer)((byte)this[0x15] & 0xfe);
this[0x15] = CVar1;
}
if (!param_2) {
this[0x15] = (CUtlBuffer)((byte)CVar1 & 0xfb);
return;
}
this[0x15] = (CUtlBuffer)((byte)CVar1 | 4);
return;
}
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.