L L4D2node

UnserializeTextDMX

0x00bee280 · 154 bytes · __cdecl

_Z18UnserializeTextDMXPKcR10CUtlBufferPP11CDmxElement

Decompiled

undefined (3 params)

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

undefined4 UnserializeTextDMX(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 00bee2ab to 00bee2af has its CatchHandler @ 00bee31a */
  uVar1 = CDmxSerializerKeyValues2::Unserialize
                    ((CDmxSerializerKeyValues2 *)local_4c,param_1,param_2,param_3);
  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 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)