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 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.