L L4D2node

CDmxSerializationDictionary::CDmxSerializationDictionary

0x00bee550 · 96 bytes · __thiscall

_ZN27CDmxSerializationDictionaryC2Ei

Decompiled

undefined (2 params)

/* CDmxSerializationDictionary::CDmxSerializationDictionary(int) */

void __thiscall
CDmxSerializationDictionary::CDmxSerializationDictionary
          (CDmxSerializationDictionary *this,int param_1)

{
  void *pvVar1;
  
  pvVar1 = (void *)0x0;
  *(code **)this = LessFunc;
  *(undefined4 *)(this + 4) = 0;
  *(int *)(this + 8) = param_1;
  *(undefined4 *)(this + 0xc) = 0;
  if (param_1 != 0) {
    pvVar1 = malloc(param_1 * 0x18);
    *(void **)(this + 4) = pvVar1;
  }
  *(undefined4 *)(this + 0x10) = 0xffffffff;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0xffffffff;
  *(undefined4 *)(this + 0x1c) = 0xffffffff;
  *(void **)(this + 0x20) = pvVar1;
  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)