L L4D2node

CUtlString::SetDirect

0x00b812c0 · 89 bytes · __thiscall

_ZN10CUtlString9SetDirectEPKci

Decompiled

undefined (3 params)

/* CUtlString::SetDirect(char const*, int) */

void __thiscall CUtlString::SetDirect(CUtlString *this,char *param_1,int param_2)

{
  if (0 < param_2) {
    CUtlBinaryBlock::SetLength((CUtlBinaryBlock *)this,param_2 + 1);
    CUtlBinaryBlock::Set((CUtlBinaryBlock *)this,param_1,param_2);
    *(undefined1 *)(*(int *)this + param_2) = 0;
    return;
  }
  CUtlBinaryBlock::SetLength((CUtlBinaryBlock *)this,0);
  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)