L L4D2node

CUtlStreamBuffer::Open

0x00bf0c10 · 257 bytes · __thiscall

_ZN16CUtlStreamBuffer4OpenEPKcS1_ii

Decompiled

undefined (5 params)

/* CUtlStreamBuffer::Open(char const*, char const*, int, int) */

void __thiscall
CUtlStreamBuffer::Open(CUtlStreamBuffer *this,char *param_1,char *param_2,int param_3,int param_4)

{
  int iVar1;
  int iVar2;
  
  if ((*(int *)(this + 0x38) != 0) || (*(int *)(this + 0x3c) != 0)) {
    Close(this);
  }
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  this[0x15] = SUB41(param_3,0);
  iVar1 = OpenFile(this,param_1,param_2,param_4);
  *(int *)(this + 0x38) = iVar1;
  if (iVar1 != 0) {
    if (((byte)this[0x15] & 8) == 0) {
      if (*(int *)(this + 4) != 0) {
        *(undefined4 *)(this + 0x1c) = 0xffffffff;
        CUtlBuffer::AddNullTermination((CUtlBuffer *)this);
        return;
      }
      *(undefined4 *)(this + 0x1c) = 0;
    }
    else {
      iVar2 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 0x18))(g_pFullFileSystem + 4,iVar1);
      iVar1 = *(int *)(this + 4);
      *(int *)(this + 0x1c) = iVar2;
      if (0 < iVar1) {
        if (iVar2 <= iVar1) {
          iVar1 = iVar2;
        }
        ReadBytesFromFile(this,iVar1,0);
        return;
      }
    }
    return;
  }
  this[0x14] = (CUtlStreamBuffer)((byte)this[0x14] | 4);
  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)