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 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.