L L4D2node

SerializeFloats

0x00bf1ce0 · 240 bytes · __regparm3

_ZL15SerializeFloatsR10CUtlBufferiPKf

Decompiled

undefined (3 params)

/* SerializeFloats(CUtlBuffer&, int, float const*) */

void __regparm3 SerializeFloats(CUtlBuffer *param_1,int param_2,float *param_3)

{
  char cVar1;
  float extraout_EDX;
  float extraout_EDX_00;
  float extraout_EDX_01;
  float fVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  fVar2 = (float)param_2;
  if (0 < param_2) {
    do {
      SerializeFloat(param_1,fVar2);
      fVar2 = extraout_EDX;
      if (param_2 + -1 != iVar4) {
        if (((((byte)param_1[0x15] & 1) != 0) && (*(int *)(param_1 + 0x10) != 0)) &&
           (*(char *)(*(int *)param_1 + ((*(int *)(param_1 + 0x10) + -1) - *(int *)(param_1 + 0x20))
                     ) == '\n')) {
          iVar3 = 0;
          if (((byte)param_1[0x15] & 0x10) == 0) {
            iVar3 = *(int *)(param_1 + 0x18);
          }
          while (iVar3 = iVar3 + -1, -1 < iVar3) {
            while (cVar1 = CUtlBuffer::CheckPut(param_1,1), cVar1 != '\0') {
              *(undefined1 *)
               (*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = 9;
              *(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
              CUtlBuffer::AddNullTermination(param_1);
              iVar3 = iVar3 + -1;
              if (iVar3 < 0) goto LAB_00bf1d90;
            }
          }
        }
LAB_00bf1d90:
        cVar1 = CUtlBuffer::CheckPut(param_1,1);
        fVar2 = extraout_EDX_00;
        if (cVar1 != '\0') {
          *(undefined1 *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) =
               0x20;
          *(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
          CUtlBuffer::AddNullTermination(param_1);
          fVar2 = extraout_EDX_01;
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != param_2);
  }
  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)