L L4D2node

Serialize<VMatrix>

0x00be4230 · 484 bytes · __cdecl

_Z9SerializeI7VMatrixEbR10CUtlBufferRK10CUtlVectorIT_10CUtlMemoryIS4_iEE

Decompiled

bool (2 params)

/* bool Serialize<VMatrix>(CUtlBuffer&, CUtlVector<VMatrix, CUtlMemory<VMatrix, int> > const&) */

bool Serialize<VMatrix>(CUtlBuffer *param_1,CUtlVector *param_2)

{
  int iVar1;
  char cVar2;
  void *pvVar3;
  int iVar4;
  int iVar5;
  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;
        iVar5 = *(int *)(param_1 + 0x10);
      }
      else {
        iVar5 = *(int *)(param_1 + 0x10);
        pvVar3 = (void *)((iVar5 - *(int *)(param_1 + 0x20)) + *(int *)param_1);
        if (pvVar3 != (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(pvVar3,&local_20,4);
          iVar5 = *(int *)(param_1 + 0x10);
        }
      }
      *(int *)(param_1 + 0x10) = iVar5 + 4;
      CUtlBuffer::AddNullTermination(param_1);
    }
    if (0 < iVar1) {
      iVar5 = 0;
      do {
        iVar4 = iVar5 + 1;
        Serialize(param_1,(VMatrix *)(iVar5 * 0x40 + *(int *)param_2));
        iVar5 = iVar4;
      } while (iVar4 != iVar1);
      return param_1[0x14] == (CUtlBuffer)0x0;
    }
  }
  else {
    iVar5 = 0;
    if (0 < iVar1) {
      do {
        Serialize(param_1,(VMatrix *)(iVar5 * 0x40 + *(int *)param_2));
        if ((s_pUtlBufferUtilArrayDelim != (char *)0x0) && (iVar1 + -1 != iVar5)) {
          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')) {
          iVar4 = 0;
          if (((byte)param_1[0x15] & 0x10) == 0) {
            iVar4 = *(int *)(param_1 + 0x18);
          }
          while (iVar4 = iVar4 + -1, -1 < iVar4) {
            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);
              iVar4 = iVar4 + -1;
              if (iVar4 < 0) goto LAB_00be4300;
            }
          }
        }
LAB_00be4300:
        cVar2 = CUtlBuffer::CheckPut(param_1,1);
        if (cVar2 != '\0') {
          *(undefined1 *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) =
               0x20;
          *(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
          CUtlBuffer::AddNullTermination(param_1);
        }
        iVar5 = iVar5 + 1;
      } while (iVar5 != iVar1);
    }
  }
  return param_1[0x14] == (CUtlBuffer)0x0;
}

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)