L L4D2node

CUtlInplaceBuffer::InplaceGetLinePtr

0x00b807b0 · 139 bytes · __thiscall

_ZN17CUtlInplaceBuffer17InplaceGetLinePtrEPPcPi

Decompiled

undefined (3 params)

/* CUtlInplaceBuffer::InplaceGetLinePtr(char**, int*) */

undefined4 __thiscall
CUtlInplaceBuffer::InplaceGetLinePtr(CUtlInplaceBuffer *this,char **param_1,int *param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  CUtlBuffer *in_stack_ffffffd4;
  
  if ((this[0x14] != (CUtlInplaceBuffer)0x0) ||
     (iVar4 = CUtlBuffer::PeekLineLength(in_stack_ffffffd4), iVar4 < 2)) {
    CUtlBuffer::SeekGet((CUtlBuffer *)this,2,0);
    return 0;
  }
  iVar1 = *(int *)(this + 0xc);
  iVar2 = *(int *)(this + 0x20);
  iVar3 = *(int *)this;
  CUtlBuffer::SeekGet((CUtlBuffer *)this,1,iVar4 + -1);
  if (param_1 != (char **)0x0) {
    *param_1 = (char *)((iVar1 - iVar2) + iVar3);
  }
  if (param_2 == (int *)0x0) {
    return 1;
  }
  *param_2 = iVar4 + -1;
  return 1;
}

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)