SerializeFloat
0x00bf1c20 · 162 bytes · __regparm3
_ZL14SerializeFloatR10CUtlBufferf
Decompiled
undefined (2 params)
/* SerializeFloat(CUtlBuffer&, float) */
void __regparm3 SerializeFloat(CUtlBuffer *param_1,float param_2)
{
char *pcVar1;
char cVar2;
int iVar3;
int iVar4;
int in_GS_OFFSET;
float in_XMM0_Da;
char acStack_111 [257];
int local_10;
pcVar1 = acStack_111 + 1;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
iVar3 = V_snprintf(pcVar1,0x100,"%.10f",(double)in_XMM0_Da);
if (0 < iVar3) {
iVar4 = iVar3 + -1;
cVar2 = acStack_111[iVar3];
while (cVar2 == '0') {
pcVar1[iVar4] = '\0';
if (iVar4 == 0) goto LAB_00bf1c94;
iVar4 = iVar4 + -1;
cVar2 = pcVar1[iVar4];
}
if (cVar2 == '.') {
acStack_111[iVar4 + 1] = '\0';
}
}
LAB_00bf1c94:
CUtlBuffer::PutString(param_1,pcVar1);
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.