L L4D2node

CDmxSerializer::GatherSymbols

0x00be8f60 · 217 bytes · __thiscall

_ZN14CDmxSerializer13GatherSymbolsEP15CUtlSymbolTableP11CDmxElement

Decompiled

undefined (3 params)

/* CDmxSerializer::GatherSymbols(CUtlSymbolTable*, CDmxElement*) */

void __thiscall
CDmxSerializer::GatherSymbols(CDmxSerializer *this,CUtlSymbolTable *param_1,CDmxElement *param_2)

{
  int iVar1;
  CDmxAttribute *this_00;
  int iVar2;
  char local_2c [28];
  
  iVar2 = 0;
  CDmxElement::GetTypeString(param_2);
  CUtlSymbolTable::AddString(local_2c);
  CDmxElement::GetName(param_2);
  CUtlSymbolTable::AddString(local_2c);
  iVar1 = CDmxElement::AttributeCount(param_2);
  if (iVar1 < 1) {
    return;
  }
  do {
    while (this_00 = (CDmxAttribute *)CDmxElement::GetAttribute(param_2,iVar2),
          this_00 == (CDmxAttribute *)0x0) {
LAB_00be8fc8:
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar1) {
        return;
      }
    }
    CDmxAttribute::GetName(this_00);
    CUtlSymbolTable::AddString(local_2c);
    if (*(int *)this_00 != 5) goto LAB_00be8fc8;
    iVar2 = iVar2 + 1;
    CUtlString::operator_cast_to_char_(*(CUtlString **)(this_00 + 8));
    CUtlSymbolTable::AddString(local_2c);
    if (iVar2 == iVar1) {
      return;
    }
  } while( true );
}

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)