L L4D2node

CUtlBuffer::SeekPut

0x00b805f0 · 92 bytes · __thiscall

_ZN10CUtlBuffer7SeekPutENS_10SeekType_tEi

Decompiled

undefined (3 params)

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

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

{
  if (param_2 == 1) {
    param_3 = param_3 + *(int *)(param_1 + 0x10);
  }
  else if (param_2 == 2) {
    param_3 = *(int *)(param_1 + 0x1c) - param_3;
  }
  else if (param_2 != 0) {
    param_3 = *(int *)(param_1 + 0x10);
  }
  OnPutOverflow((int)param_1);
  *(int *)(param_1 + 0x10) = param_3;
  if (param_3 <= *(int *)(param_1 + 0x1c)) {
    return;
  }
  AddNullTermination(param_1);
  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)