L L4D2node

Unserialize<Color>

0x00be58c0 · 430 bytes · __cdecl

_Z11UnserializeI5ColorEbR10CUtlBufferR10CUtlVectorIT_10CUtlMemoryIS4_iEE

Decompiled

bool (2 params)

/* bool Unserialize<Color>(CUtlBuffer&, CUtlVector<Color, CUtlMemory<Color, int> >&) */

bool Unserialize<Color>(CUtlBuffer *param_1,CUtlVector *param_2)

{
  char cVar1;
  int *piVar2;
  void *pvVar3;
  int iVar4;
  int local_30;
  int local_24;
  undefined4 local_20;
  
  *(undefined4 *)(param_2 + 0xc) = 0;
  if (((byte)param_1[0x15] & 1) == 0) {
    cVar1 = CUtlBuffer::CheckGet(param_1,4);
    if (cVar1 != '\0') {
      if (((byte)param_1[0x34] & 1) == 0) {
        iVar4 = *(int *)(param_1 + 0xc);
        local_30 = *(int *)(*(int *)param_1 + (iVar4 - *(int *)(param_1 + 0x20)));
      }
      else {
        piVar2 = (int *)((*(int *)(param_1 + 0xc) - *(int *)(param_1 + 0x20)) + *(int *)param_1);
        if (piVar2 == (int *)0x0) {
          piVar2 = &local_24;
        }
        local_20 = local_24;
        local_20 = CONCAT31((int3)((uint)local_24 >> 8),*(undefined1 *)((int)piVar2 + 3));
        local_20._2_2_ = (undefined2)((uint)local_24 >> 0x10);
        local_20._0_2_ = CONCAT11(*(undefined1 *)((int)piVar2 + 2),*(undefined1 *)((int)piVar2 + 3))
        ;
        local_20._3_1_ = (undefined1)((uint)local_24 >> 0x18);
        local_20._0_3_ = CONCAT12(*(undefined1 *)((int)piVar2 + 1),(undefined2)local_20);
        local_20 = CONCAT13((char)*piVar2,(undefined3)local_20);
        _V_memcpy(&local_24,&local_20,4);
        local_30 = local_24;
        iVar4 = *(int *)(param_1 + 0xc);
      }
      *(int *)(param_1 + 0xc) = iVar4 + 4;
      if (local_30 != 0) {
        if ((*(int *)(param_2 + 4) < local_30) && (-1 < *(int *)(param_2 + 8))) {
          *(int *)(param_2 + 4) = local_30;
          if (*(void **)param_2 == (void *)0x0) {
            pvVar3 = malloc(local_30 << 2);
            *(void **)param_2 = pvVar3;
          }
          else {
            pvVar3 = realloc(*(void **)param_2,local_30 * 4);
            *(void **)param_2 = pvVar3;
          }
        }
        else {
          pvVar3 = *(void **)param_2;
        }
        *(void **)(param_2 + 0x10) = pvVar3;
        if (0 < local_30) {
          iVar4 = 0;
          do {
            CUtlVector<Color,CUtlMemory<Color,int>>::InsertBefore
                      ((CUtlVector<Color,CUtlMemory<Color,int>> *)param_2,*(int *)(param_2 + 0xc));
            cVar1 = Unserialize(param_1,(Color *)(*(int *)param_2 + iVar4 * 4));
            if (cVar1 == '\0') {
              return false;
            }
            iVar4 = iVar4 + 1;
          } while (iVar4 != local_30);
        }
      }
    }
    return param_1[0x14] == (CUtlBuffer)0x0;
  }
  do {
    CUtlBuffer::EatWhiteSpace(param_1);
    if (param_1[0x14] != (CUtlBuffer)0x0) {
      return true;
    }
    iVar4 = CUtlVector<Color,CUtlMemory<Color,int>>::InsertBefore
                      ((CUtlVector<Color,CUtlMemory<Color,int>> *)param_2,*(int *)(param_2 + 0xc));
    cVar1 = Unserialize(param_1,(Color *)(*(int *)param_2 + iVar4 * 4));
  } while (cVar1 != '\0');
  return false;
}

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)