Serialize
0x00bf1e50 · 133 bytes · __cdecl
_Z9SerializeR10CUtlBufferRKb
Decompiled
undefined (2 params)
/* Serialize(CUtlBuffer&, bool const&) */
bool Serialize(CUtlBuffer *param_1,bool *param_2)
{
bool bVar1;
char cVar2;
if (((byte)param_1[0x15] & 1) != 0) {
CUtlBuffer::Printf(param_1,"%d",(uint)*param_2);
return param_1[0x14] == (CUtlBuffer)0x0;
}
bVar1 = *param_2;
cVar2 = CUtlBuffer::CheckPut(param_1,1);
if (cVar2 == '\0') {
return param_1[0x14] == (CUtlBuffer)0x0;
}
*(bool *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = bVar1;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
return param_1[0x14] == (CUtlBuffer)0x0;
}
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.