CDmxSerializerKeyValues2::Unserialize
0x00bee190 · 232 bytes · __thiscall
_ZN24CDmxSerializerKeyValues211UnserializeEPKcR10CUtlBufferPP11CDmxElement
Decompiled
undefined (4 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CDmxSerializerKeyValues2::Unserialize(char const*, CUtlBuffer&, CDmxElement**) */
undefined4 __thiscall
CDmxSerializerKeyValues2::Unserialize
(CDmxSerializerKeyValues2 *this,char *param_1,CUtlBuffer *param_2,CDmxElement **param_3)
{
undefined4 uVar1;
CDmxElement *pCVar2;
int local_20 [4];
*param_3 = (CDmxElement *)0x0;
_DAT_0105b76c = 0;
_DAT_0105b764 = 1;
_DAT_0105b760 = param_1;
*(undefined4 *)(this + 0x3c) = 0xffffffff;
CDmxElementDictionary::Clear((CDmxElementDictionary *)this);
while (param_2[0x14] == (CUtlBuffer)0x0) {
while( true ) {
uVar1 = UnserializeElement(this,param_2,local_20);
if (((char)uVar1 == '\0') || (local_20[0] == -1)) goto LAB_00bee216;
if (*(int *)(this + 0x3c) != -1) break;
*(int *)(this + 0x3c) = local_20[0];
if (param_2[0x14] != (CUtlBuffer)0x0) goto LAB_00bee211;
}
}
LAB_00bee211:
uVar1 = 1;
LAB_00bee216:
pCVar2 = (CDmxElement *)0x0;
CDmxElementDictionary::HookUpElementArrayAttributes((CDmxElementDictionary *)this);
CDmxElementDictionary::HookUpElementAttributes((CDmxElementDictionary *)this);
if (*(int *)(this + 0x3c) != -1) {
pCVar2 = *(CDmxElement **)(*(int *)this + *(int *)(this + 0x3c) * 0x14);
}
*param_3 = pCVar2;
CDmxElementDictionary::Clear((CDmxElementDictionary *)this);
if ((char)uVar1 == '\0') {
CleanupDMX(*param_3);
*param_3 = (CDmxElement *)0x0;
}
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.