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 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.