CUtlBuffer::CUtlBuffer
0x00b808d0 · 129 bytes · __thiscall
_ZN10CUtlBufferC2EPKvii
Decompiled
undefined (4 params)
/* CUtlBuffer::CUtlBuffer(void const*, int, int) */
void __thiscall CUtlBuffer::CUtlBuffer(CUtlBuffer *this,void *param_1,int param_2,int param_3)
{
CUtlBuffer *in_stack_ffffffe4;
this[0x34] = (CUtlBuffer)((byte)this[0x34] & 0xfc);
*(undefined4 *)(this + 8) = 0xffffffff;
this[0x14] = (CUtlBuffer)0x0;
*(void **)this = param_1;
*(int *)(this + 4) = param_2;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x20) = 0;
this[0x15] = SUB41(param_3,0);
if ((param_3 & 8U) == 0) {
*(undefined4 *)(this + 0x1c) = 0xffffffff;
/* try { // try from 00b80951 to 00b80955 has its CatchHandler @ 00b80958 */
AddNullTermination(in_stack_ffffffe4);
}
else {
*(int *)(this + 0x1c) = param_2;
}
*(code **)(this + 0x24) = GetOverflow;
*(undefined4 *)(this + 0x28) = 0;
*(code **)(this + 0x2c) = PutOverflow;
*(undefined4 *)(this + 0x30) = 0;
return;
}
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.