L L4D2node

CUtlBuffer::GetLine

0x00b7ede0 · 170 bytes · __thiscall

_ZN10CUtlBuffer7GetLineEPci

Decompiled

undefined (3 params)

/* CUtlBuffer::GetLine(char*, int) */

void __thiscall CUtlBuffer::GetLine(CUtlBuffer *this,char *param_1,int param_2)

{
  int iVar1;
  CUtlBuffer *in_stack_ffffffd4;
  
  if (this[0x14] == (CUtlBuffer)0x0) {
    if (param_2 == 0) {
      iVar1 = PeekLineLength(in_stack_ffffffd4);
      if (iVar1 != 0) {
LAB_00b7ee70:
        Get(this,param_1,iVar1 + -1);
        param_1[iVar1 + -1] = '\0';
        return;
      }
    }
    else {
      iVar1 = PeekLineLength(in_stack_ffffffd4);
      if (iVar1 != 0) {
        if (param_2 < iVar1) {
          Get(this,param_1,param_2 + -1);
          param_1[param_2 + -1] = '\0';
          SeekGet();
          return;
        }
        goto LAB_00b7ee70;
      }
    }
    *param_1 = '\0';
    this[0x14] = (CUtlBuffer)((byte)this[0x14] | 2);
  }
  else {
    *param_1 = '\0';
  }
  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)