Serialize<bool>
0x00be2a00 · 622 bytes · __cdecl
_Z9SerializeIbEbR10CUtlBufferRK10CUtlVectorIT_10CUtlMemoryIS3_iEE
Decompiled
bool (2 params)
/* bool Serialize<bool>(CUtlBuffer&, CUtlVector<bool, CUtlMemory<bool, int> > const&) */
bool Serialize<bool>(CUtlBuffer *param_1,CUtlVector *param_2)
{
int iVar1;
char cVar2;
bool *pbVar3;
void *pvVar4;
int iVar5;
int iVar6;
undefined1 local_24;
undefined1 uStack_23;
undefined1 uStack_22;
undefined1 uStack_21;
undefined1 local_20;
undefined1 local_1f;
undefined1 local_1e;
undefined1 local_1d;
iVar1 = *(int *)(param_2 + 0xc);
if (((byte)param_1[0x15] & 1) == 0) {
cVar2 = CUtlBuffer::CheckPut(param_1,4);
if (cVar2 != '\0') {
if (((byte)param_1[0x34] & 1) == 0) {
*(int *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = iVar1;
iVar6 = *(int *)(param_1 + 0x10);
}
else {
iVar6 = *(int *)(param_1 + 0x10);
pvVar4 = (void *)((iVar6 - *(int *)(param_1 + 0x20)) + *(int *)param_1);
if (pvVar4 != (void *)0x0) {
uStack_21 = (undefined1)((uint)iVar1 >> 0x18);
local_20 = uStack_21;
uStack_22 = (undefined1)((uint)iVar1 >> 0x10);
local_1f = uStack_22;
uStack_23 = (undefined1)((uint)iVar1 >> 8);
local_1e = uStack_23;
local_24 = (undefined1)iVar1;
local_1d = local_24;
_V_memcpy(pvVar4,&local_20,4);
iVar6 = *(int *)(param_1 + 0x10);
}
}
*(int *)(param_1 + 0x10) = iVar6 + 4;
CUtlBuffer::AddNullTermination(param_1);
}
if (0 < iVar1) {
iVar6 = 0;
do {
pbVar3 = (bool *)(*(int *)param_2 + iVar6);
iVar6 = iVar6 + 1;
Serialize(param_1,pbVar3);
} while (iVar6 != iVar1);
}
}
else {
if ((*(int *)(param_1 + 0x10) != 0) &&
(*(char *)(*(int *)param_1 + ((*(int *)(param_1 + 0x10) + -1) - *(int *)(param_1 + 0x20))) ==
'\n')) {
iVar6 = 0;
if (((byte)param_1[0x15] & 0x10) == 0) {
iVar6 = *(int *)(param_1 + 0x18);
}
while (iVar6 = iVar6 + -1, -1 < iVar6) {
while (cVar2 = CUtlBuffer::CheckPut(param_1,1), cVar2 != '\0') {
*(undefined1 *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) =
9;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
iVar6 = iVar6 + -1;
if (iVar6 < 0) goto LAB_00be2af6;
}
}
}
LAB_00be2af6:
cVar2 = CUtlBuffer::CheckPut(param_1,1);
if (cVar2 != '\0') {
*(undefined1 *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = 10;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
}
if (0 < iVar1) {
iVar6 = 0;
do {
Serialize(param_1,(bool *)(*(int *)param_2 + iVar6));
if ((s_pUtlBufferUtilArrayDelim != (char *)0x0) && (iVar1 + -1 != iVar6)) {
CUtlBuffer::PutString(param_1,s_pUtlBufferUtilArrayDelim);
}
if (((((byte)param_1[0x15] & 1) != 0) && (*(int *)(param_1 + 0x10) != 0)) &&
(*(char *)(*(int *)param_1 + ((*(int *)(param_1 + 0x10) + -1) - *(int *)(param_1 + 0x20))
) == '\n')) {
iVar5 = 0;
if (((byte)param_1[0x15] & 0x10) == 0) {
iVar5 = *(int *)(param_1 + 0x18);
}
while (iVar5 = iVar5 + -1, -1 < iVar5) {
while (cVar2 = CUtlBuffer::CheckPut(param_1,1), cVar2 != '\0') {
*(undefined1 *)
(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = 9;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
iVar5 = iVar5 + -1;
if (iVar5 < 0) goto LAB_00be2bc0;
}
}
}
LAB_00be2bc0:
cVar2 = CUtlBuffer::CheckPut(param_1,1);
if (cVar2 != '\0') {
*(undefined1 *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) =
10;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
}
iVar6 = iVar6 + 1;
if (iVar6 == iVar1) {
return param_1[0x14] == (CUtlBuffer)0x0;
}
} while( true );
}
}
return param_1[0x14] == (CUtlBuffer)0x0;
}
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.