CUtlStreamBuffer::StreamPutOverflow
0x00bf0d30 · 330 bytes · __thiscall
_ZN16CUtlStreamBuffer17StreamPutOverflowEi
Decompiled
undefined (2 params)
/* CUtlStreamBuffer::StreamPutOverflow(int) */
uint __thiscall CUtlStreamBuffer::StreamPutOverflow(CUtlStreamBuffer *this,int param_1)
{
int iVar1;
undefined4 uVar2;
int iVar3;
if ((this[0x14] != (CUtlStreamBuffer)0x0) || (((byte)this[0x15] & 8) != 0)) {
return 0;
}
if (0 < param_1) {
GrowAllocatedSize(this,param_1 + 2);
}
iVar3 = (*(int *)(this + 0x10) - *(int *)(this + 0x20)) + -1;
if ((0 < iVar3) || (param_1 < 0)) {
if (*(int *)(this + 0x38) == 0) {
uVar2 = OpenFile(this,*(char **)(this + 0x3c),*(char **)(this + 0x40),*(int *)(this + 0x44));
*(undefined4 *)(this + 0x38) = uVar2;
}
if (0 < iVar3) {
iVar1 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 4))
(g_pFullFileSystem + 4,*(undefined4 *)this,iVar3,
*(undefined4 *)(this + 0x38));
if (iVar3 != iVar1) {
return 0;
}
**(undefined1 **)this =
(*(undefined1 **)this)[(*(int *)(this + 0x10) + -1) - *(int *)(this + 0x20)];
iVar3 = *(int *)(this + 0x10);
if (iVar3 < *(int *)(this + 4)) {
*(undefined1 *)(*(int *)this + 1) =
*(undefined1 *)(*(int *)this + (iVar3 - *(int *)(this + 0x20)));
iVar3 = *(int *)(this + 0x10);
}
*(int *)(this + 0x20) = iVar3 + -1;
}
iVar3 = g_pFullFileSystem;
if (param_1 < 0) {
*(int *)(this + 0x20) = ~param_1;
(**(code **)(*(int *)(iVar3 + 4) + 0x10))(iVar3 + 4,*(undefined4 *)(this + 0x38),~param_1,0);
return (uint)param_1 >> 0x1f;
}
}
return 1;
}
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.