CUtlStreamBuffer::CUtlStreamBuffer
0x00bf0f30 · 354 bytes · __thiscall
_ZN16CUtlStreamBufferC2EPKcS1_ibi
Decompiled
undefined (6 params)
/* CUtlStreamBuffer::CUtlStreamBuffer(char const*, char const*, int, bool, int) */
void __thiscall
CUtlStreamBuffer::CUtlStreamBuffer
(CUtlStreamBuffer *this,char *param_1,char *param_2,int param_3,bool param_4,int param_5)
{
int iVar1;
char *pcVar2;
int iVar3;
undefined1 *puVar4;
char *pcVar5;
code *pcVar6;
undefined4 uVar7;
CUtlBuffer::CUtlBuffer((CUtlBuffer *)this,0x4000,0x4000,param_3);
pcVar6 = StreamPutOverflow;
uVar7 = 0;
pcVar5 = (char *)0x0;
/* try { // try from 00bf0f84 to 00bf1093 has its CatchHandler @ 00bf109f */
CUtlBuffer::SetOverflowFuncs((_func_bool_int *)this,StreamGetOverflow);
if (param_4) {
iVar1 = _V_strlen(param_1);
pcVar2 = operator_new__(iVar1 + 1);
*(char **)(this + 0x3c) = pcVar2;
_V_strcpy(pcVar2,param_1);
if (param_2 == (char *)0x0) {
puVar4 = operator_new__(1);
*(undefined1 **)(this + 0x40) = puVar4;
*puVar4 = 0;
}
else {
iVar1 = _V_strlen(param_2);
pcVar2 = operator_new__(iVar1 + 1);
*(char **)(this + 0x40) = pcVar2;
_V_strcpy(pcVar2,param_2);
}
*(undefined4 *)(this + 0x38) = 0;
*(int *)(this + 0x44) = param_5;
param_2 = pcVar5;
}
else {
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x44) = 0;
iVar1 = OpenFile(this,param_1,param_2,param_5);
*(int *)(this + 0x38) = iVar1;
pcVar6 = (code *)param_5;
if (iVar1 == 0) {
this[0x14] = (CUtlStreamBuffer)((byte)this[0x14] | 4);
return;
}
}
if (((byte)this[0x15] & 8) != 0) {
iVar3 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 0x18))
(g_pFullFileSystem + 4,*(undefined4 *)(this + 0x38),param_2,pcVar6,uVar7);
iVar1 = *(int *)(this + 4);
*(int *)(this + 0x1c) = iVar3;
if (0 < iVar1) {
if (iVar3 <= iVar1) {
iVar1 = iVar3;
}
ReadBytesFromFile(this,iVar1,0);
return;
}
}
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.