L L4D2node

SerializeDMX

0x00bea200 · 175 bytes · __cdecl

_Z12SerializeDMXR10CUtlBufferP11CDmxElementPKc

Decompiled

undefined (3 params)

/* SerializeDMX(CUtlBuffer&, CDmxElement*, char const*) */

void SerializeDMX(CUtlBuffer *param_1,CDmxElement *param_2,char *param_3)

{
  char *pcVar1;
  CUtlBuffer local_d;
  
  pcVar1 = "binary";
  if (((byte)param_1[0x15] & 1) != 0) {
    pcVar1 = "keyvalues2";
  }
  CUtlBuffer::Printf(param_1,"%s encoding %s %d format %s %d %s\n",&DAT_00d57783,pcVar1,
                     (-(uint)(((byte)param_1[0x15] & 1) == 0) & 3) + 1,&DAT_00d57788,1,&DAT_00d5777f
                    );
  if (((byte)param_1[0x15] & 1) != 0) {
    pcVar1 = "<no file>";
    if (param_3 != (char *)0x0) {
      pcVar1 = param_3;
    }
    SerializeTextDMX(pcVar1,param_1,param_2);
    return;
  }
  CDmxSerializer::Serialize(&local_d,(CDmxElement *)param_1,(char *)param_2);
  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)