L L4D2node

CUtlBuffer::SetExternalBuffer

0x00b80970 · 120 bytes · __thiscall

_ZN10CUtlBuffer17SetExternalBufferEPviii

Decompiled

undefined (5 params)

/* CUtlBuffer::SetExternalBuffer(void*, int, int, int) */

void __thiscall
CUtlBuffer::SetExternalBuffer(CUtlBuffer *this,void *param_1,int param_2,int param_3,int param_4)

{
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)this);
  *(int *)(this + 4) = param_2;
  *(undefined4 *)(this + 8) = 0xffffffff;
  *(undefined4 *)(this + 0xc) = 0;
  *(void **)this = param_1;
  *(int *)(this + 0x10) = param_3;
  *(undefined4 *)(this + 0x18) = 0;
  this[0x14] = (CUtlBuffer)0x0;
  *(undefined4 *)(this + 0x20) = 0;
  this[0x15] = SUB41(param_4,0);
  *(undefined4 *)(this + 0x1c) = 0xffffffff;
  if (-1 < param_3) {
    AddNullTermination(this);
    return;
  }
  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)