CUtlBuffer::GetDelimitedCharInternal
0x00b7f5b0 · 209 bytes · __thiscall
_ZN10CUtlBuffer24GetDelimitedCharInternalEP18CUtlCharConversion
Decompiled
undefined (2 params)
/* CUtlBuffer::GetDelimitedCharInternal(CUtlCharConversion*) */
uint __thiscall CUtlBuffer::GetDelimitedCharInternal(CUtlBuffer *this,CUtlCharConversion *param_1)
{
CUtlCharConversion CVar1;
char cVar2;
uint uVar3;
uint local_20 [4];
if (((byte)this[0x15] & 1) == 0) {
cVar2 = CheckGet(this,1);
uVar3 = 0;
if (cVar2 != '\0') {
CVar1 = *(CUtlCharConversion *)(*(int *)this + (*(int *)(this + 0xc) - *(int *)(this + 0x20)))
;
*(int *)(this + 0xc) = *(int *)(this + 0xc) + 1;
if (param_1[4] != CVar1) {
return (uint)(byte)CVar1;
}
goto LAB_00b7f630;
}
}
else {
local_20[0] = local_20[0] & 0xffffff00;
Scanf(this,"%c",local_20);
uVar3 = local_20[0] & 0xff;
}
if (param_1[4] != SUB41(uVar3,0)) {
return uVar3;
}
LAB_00b7f630:
local_20[0] = *(uint *)(param_1 + 0x14);
uVar3 = CheckArbitraryPeekGet(this,0,(int *)local_20);
if ((char)uVar3 != '\0') {
uVar3 = (*(code *)**(undefined4 **)param_1)
(param_1,(*(int *)(this + 0xc) - *(int *)(this + 0x20)) + *(int *)this,
local_20);
SeekGet(this,1,local_20[0]);
}
return uVar3;
}
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.