L L4D2node

Unserialize

0x00bdd5f0 · 150 bytes · __cdecl

_Z11UnserializeR10CUtlBufferR10UniqueId_t

Decompiled

undefined (2 params)

/* Unserialize(CUtlBuffer&, UniqueId_t&) */

bool Unserialize(CUtlBuffer *param_1,UniqueId_t *param_2)

{
  int iVar1;
  int iVar2;
  undefined1 *puVar3;
  int in_GS_OFFSET;
  undefined4 uStackY_40;
  undefined1 local_30 [16];
  int local_20;
  
  puVar3 = &stack0xffffffc4;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (((byte)param_1[0x15] & 1) == 0) {
    uStackY_40 = 0xbdd624;
    CUtlBuffer::Get(param_1,param_2,0x10);
  }
  else {
    uStackY_40 = 0xbdd648;
    iVar2 = CUtlBuffer::PeekStringLength(param_1);
    iVar1 = -((iVar2 + 0xfU & 0xfffffff0) + 0x10);
    puVar3 = &stack0xffffffc4 + iVar1;
    *(int *)(&stack0xffffffcc + iVar1) = iVar2;
    *(CUtlBuffer **)(&stack0xffffffc4 + iVar1) = param_1;
    *(undefined1 **)(&stack0xffffffc8 + iVar1) = local_30 + iVar1;
    *(undefined4 *)((int)&uStackY_40 + iVar1) = 0xbdd66d;
    CUtlBuffer::GetString
              (*(CUtlBuffer **)(&stack0xffffffc4 + iVar1),*(char **)(&stack0xffffffc8 + iVar1),
               *(uint *)(&stack0xffffffcc + iVar1));
    *(undefined1 **)(&stack0xffffffc8 + iVar1) = local_30 + iVar1;
    *(UniqueId_t **)(&stack0xffffffc4 + iVar1) = param_2;
    *(int *)(&stack0xffffffcc + iVar1) = iVar2;
    *(undefined4 *)((int)&uStackY_40 + iVar1) = 0xbdd680;
    UniqueIdFromString(*(UniqueId_t **)(&stack0xffffffc4 + iVar1),
                       *(char **)(&stack0xffffffc8 + iVar1),*(int *)(&stack0xffffffcc + iVar1));
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return param_1[0x14] == (CUtlBuffer)0x0;
  }
                    /* WARNING: Subroutine does not return */
  *(undefined **)(puVar3 + -4) = &UNK_00bdd687;
  __stack_chk_fail();
}

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)