L L4D2node

CDmxSerializationDictionary::ShouldInlineElement

0x00bee760 · 66 bytes · __thiscall

_ZN27CDmxSerializationDictionary19ShouldInlineElementEP11CDmxElement

Decompiled

undefined (2 params)

/* CDmxSerializationDictionary::ShouldInlineElement(CDmxElement*) */

byte __thiscall
CDmxSerializationDictionary::ShouldInlineElement
          (CDmxSerializationDictionary *this,CDmxElement *param_1)

{
  int iVar1;
  CDmxElement *local_14 [3];
  
  local_14[0] = param_1;
  iVar1 = CUtlRBTree<CDmxSerializationDictionary::DmxElementInfo_t,int,bool(*)(CDmxSerializationDictionary::DmxElementInfo_t_const&,CDmxSerializationDictionary::DmxElementInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<CDmxSerializationDictionary::DmxElementInfo_t,int>,int>>
          ::Find((CUtlRBTree<CDmxSerializationDictionary::DmxElementInfo_t,int,bool(*)(CDmxSerializationDictionary::DmxElementInfo_t_const&,CDmxSerializationDictionary::DmxElementInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<CDmxSerializationDictionary::DmxElementInfo_t,int>,int>>
                  *)this,(DmxElementInfo_t *)local_14);
  if (iVar1 != -1) {
    return *(byte *)(*(int *)(this + 4) + iVar1 * 0x18 + 0x14) ^ 1;
  }
  return 0;
}

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)