SerializeTextDMX
0x00bed280 · 154 bytes · __cdecl
_Z16SerializeTextDMXPKcR10CUtlBufferP11CDmxElement
Decompiled
undefined (3 params)
/* SerializeTextDMX(char const*, CUtlBuffer&, CDmxElement*) */
undefined4 SerializeTextDMX(char *param_1,CUtlBuffer *param_2,CDmxElement *param_3)
{
undefined4 uVar1;
undefined4 local_4c [3];
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38 [3];
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24 [3];
undefined4 local_18;
undefined4 local_14;
CDmxElementDictionary::CDmxElementDictionary((CDmxElementDictionary *)local_4c);
/* try { // try from 00bed2ab to 00bed2af has its CatchHandler @ 00bed31a */
uVar1 = CDmxSerializerKeyValues2::Serialize
((CDmxSerializerKeyValues2 *)local_4c,param_2,param_3,param_1);
local_18 = 0;
CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int>::Purge
((CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int> *)local_24);
local_14 = local_24[0];
CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int>::Purge
((CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int> *)local_24);
local_2c = 0;
CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int>::Purge
((CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int> *)local_38);
local_28 = local_38[0];
CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int>::Purge
((CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int> *)local_38);
local_40 = 0;
CUtlMemory<CDmxElementDictionary::DictInfo_t,int>::Purge
((CUtlMemory<CDmxElementDictionary::DictInfo_t,int> *)local_4c);
local_3c = local_4c[0];
CUtlMemory<CDmxElementDictionary::DictInfo_t,int>::Purge
((CUtlMemory<CDmxElementDictionary::DictInfo_t,int> *)local_4c);
return uVar1;
}
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.