CUtlBuffer::GetDelimitedChar
0x00b7f690 · 133 bytes · __thiscall
_ZN10CUtlBuffer16GetDelimitedCharEP18CUtlCharConversion
Decompiled
undefined (2 params)
/* CUtlBuffer::GetDelimitedChar(CUtlCharConversion*) */
uint __thiscall CUtlBuffer::GetDelimitedChar(CUtlBuffer *this,CUtlCharConversion *param_1)
{
char cVar1;
uint uVar2;
byte local_d [5];
if (((byte)this[0x15] & 1) == 0) {
cVar1 = CheckGet(this,1);
uVar2 = 0;
if (cVar1 != '\0') {
uVar2 = (uint)*(byte *)(*(int *)this + (*(int *)(this + 0xc) - *(int *)(this + 0x20)));
*(int *)(this + 0xc) = *(int *)(this + 0xc) + 1;
}
return uVar2;
}
if (param_1 != (CUtlCharConversion *)0x0) {
uVar2 = GetDelimitedCharInternal(this,param_1);
return uVar2;
}
local_d[0] = 0;
Scanf(this,"%c",local_d);
return (uint)local_d[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.