L L4D2node

CDmxSerializer::SerializeElementAttribute

0x00be86d0 · 59 bytes · __thiscall

_ZN14CDmxSerializer25SerializeElementAttributeER10CUtlBufferR27CDmxSerializationDictionaryP13CDmxAttribute

Decompiled

undefined (4 params)

/* CDmxSerializer::SerializeElementAttribute(CUtlBuffer&, CDmxSerializationDictionary&,
   CDmxAttribute*) */

void __thiscall
CDmxSerializer::SerializeElementAttribute
          (CDmxSerializer *this,CUtlBuffer *param_1,CDmxSerializationDictionary *param_2,
          CDmxAttribute *param_3)

{
  CDmxElement *pCVar1;
  
  if (*(int *)param_3 == 1) {
    pCVar1 = (CDmxElement *)**(undefined4 **)(param_3 + 8);
  }
  else {
    CDmxAttribute::GetValue<CDmxElement*>()::defaultValue = 0;
    pCVar1 = (CDmxElement *)0x0;
  }
  SerializeElementIndex(this,param_1,param_2,pCVar1);
  return;
}

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)