L L4D2node

CGameEventManagerOld::SerializeKeyValues

0x00166640 · 22 bytes · __cdecl

_ZN20CGameEventManagerOld18SerializeKeyValuesEP9KeyValuesP8bf_writeP10CGameEvent

Decompiled

undefined (3 params)

/* CGameEventManagerOld::SerializeKeyValues(KeyValues*, bf_write*, CGameEvent*) */

undefined4
CGameEventManagerOld::SerializeKeyValues(KeyValues *param_1,bf_write *param_2,CGameEvent *param_3)

{
  DevMsg("SerializeKeyValues:: not supported\n");
  return 0;
}

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)