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 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.