CDmxSerializer::UnserializeElementAttribute
0x00be9170 · 70 bytes · __thiscall
_ZN14CDmxSerializer27UnserializeElementAttributeER10CUtlBufferP13CDmxAttributeR10CUtlVectorIP11CDmxElement10CUtlMemoryIS6_iEE
Decompiled
undefined (4 params)
/* CDmxSerializer::UnserializeElementAttribute(CUtlBuffer&, CDmxAttribute*, CUtlVector<CDmxElement*,
CUtlMemory<CDmxElement*, int> >&) */
void __thiscall
CDmxSerializer::UnserializeElementAttribute
(CDmxSerializer *this,CUtlBuffer *param_1,CDmxAttribute *param_2,CUtlVector *param_3)
{
undefined4 uVar1;
uVar1 = UnserializeElementIndex(this,param_1,param_3);
CDmxAttribute::AllocateDataMemory(param_2,1);
if (*(undefined4 **)(param_2 + 8) != (undefined4 *)0x0) {
**(undefined4 **)(param_2 + 8) = uVar1;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.