L L4D2node

CDmxSerializationDictionary::NextRootElement

0x00bee6d0 · 66 bytes · __thiscall

_ZNK27CDmxSerializationDictionary15NextRootElementEi

Decompiled

undefined (2 params)

/* CDmxSerializationDictionary::NextRootElement(int) const */

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

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  
  iVar2 = param_1 + 1;
  if (iVar2 < *(int *)(this + 0x14)) {
    if (*(char *)(*(int *)(this + 4) + 0x14 + iVar2 * 0x18) == '\0') {
      pcVar3 = (char *)(*(int *)(this + 4) + 0x2c + iVar2 * 0x18);
      do {
        iVar2 = iVar2 + 1;
        if (iVar2 == *(int *)(this + 0x14)) goto LAB_00bee710;
        cVar1 = *pcVar3;
        pcVar3 = pcVar3 + 0x18;
      } while (cVar1 == '\0');
    }
  }
  else {
LAB_00bee710:
    iVar2 = -1;
  }
  return iVar2;
}

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)