CUtlBuffer::CheckArbitraryPeekGet
0x00b7e8c0 · 122 bytes · __thiscall
_ZN10CUtlBuffer21CheckArbitraryPeekGetEiRi
Decompiled
undefined (3 params)
/* CUtlBuffer::CheckArbitraryPeekGet(int, int&) */
undefined4 __thiscall CUtlBuffer::CheckArbitraryPeekGet(CUtlBuffer *this,int param_1,int *param_2)
{
int iVar1;
int iVar2;
int iVar3;
CUtlBuffer *in_stack_ffffffe4;
int in_stack_ffffffe8;
int in_stack_ffffffec;
iVar1 = *(int *)(this + 0x1c);
iVar3 = param_1 + *(int *)(this + 0xc);
if (iVar1 <= iVar3) {
*param_2 = 0;
return 0;
}
iVar2 = *param_2;
if (iVar1 < iVar3 + iVar2) {
iVar2 = (iVar1 - *(int *)(this + 0xc)) - param_1;
*param_2 = iVar2;
}
if (((byte)this[0x14] & 2) == 0) {
CheckPeekGet(in_stack_ffffffe4,in_stack_ffffffe8,in_stack_ffffffec);
iVar2 = *param_2;
iVar1 = *(int *)(this + 0x1c) - *(int *)(this + 0xc);
if (iVar2 <= iVar1) goto LAB_00b7e8ff;
}
else {
iVar1 = *(int *)(this + 0x1c) - *(int *)(this + 0xc);
if (iVar2 <= iVar1) goto LAB_00b7e8ff;
}
*param_2 = iVar1;
iVar2 = iVar1;
LAB_00b7e8ff:
return CONCAT31((int3)((uint)iVar1 >> 8),iVar2 != 0);
}
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.