L L4D2node

CUtlBuffer::SeekGet

0x00b7ed60 · 108 bytes · __thiscall

_ZN10CUtlBuffer7SeekGetENS_10SeekType_tEi

Decompiled

undefined (3 params)

/* CUtlBuffer::SeekGet(CUtlBuffer::SeekType_t, int) */

void __thiscall CUtlBuffer::SeekGet(CUtlBuffer *param_1,int param_2,int param_3)

{
  int iVar1;
  
  if (param_2 == 1) {
    param_3 = param_3 + *(int *)(param_1 + 0xc);
LAB_00b7ed93:
    iVar1 = *(int *)(param_1 + 0x1c);
    *(int *)(param_1 + 0xc) = param_3;
  }
  else {
    if (param_2 != 2) {
      if (param_2 != 0) {
        param_3 = *(int *)(param_1 + 0xc);
        if (param_3 <= *(int *)(param_1 + 0x1c)) goto LAB_00b7ed9d;
        goto LAB_00b7ed85;
      }
      goto LAB_00b7ed93;
    }
    iVar1 = *(int *)(param_1 + 0x1c);
    param_3 = iVar1 - param_3;
    *(int *)(param_1 + 0xc) = param_3;
  }
  if (param_3 <= iVar1) {
LAB_00b7ed9d:
    param_1[0x14] = (CUtlBuffer)((byte)param_1[0x14] & 0xfd);
    if ((*(int *)(param_1 + 0x20) <= param_3) &&
       (param_3 < *(int *)(param_1 + 0x20) + *(int *)(param_1 + 4))) {
      return;
    }
    OnGetOverflow((int)param_1);
    return;
  }
LAB_00b7ed85:
  param_1[0x14] = (CUtlBuffer)((byte)param_1[0x14] | 2);
  return;
}

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)