Unserialize
0x00bf1ef0 · 151 bytes · __cdecl
_Z11UnserializeR10CUtlBufferRb
Decompiled
undefined (2 params)
/* Unserialize(CUtlBuffer&, bool&) */
uint Unserialize(CUtlBuffer *param_1,bool *param_2)
{
char cVar1;
char extraout_AL;
undefined3 extraout_var;
uint uVar2;
int iVar3;
undefined3 uVar4;
bool bVar5;
int local_10 [2];
if (((byte)param_1[0x15] & 1) == 0) {
CUtlBuffer::CheckGet(param_1,1);
bVar5 = false;
uVar4 = extraout_var;
if (extraout_AL != '\0') {
iVar3 = *(int *)(param_1 + 0xc) + 1;
cVar1 = *(char *)(*(int *)param_1 + (*(int *)(param_1 + 0xc) - *(int *)(param_1 + 0x20)));
*(int *)(param_1 + 0xc) = iVar3;
bVar5 = cVar1 != '\0';
uVar4 = (undefined3)((uint)iVar3 >> 8);
}
*param_2 = bVar5;
return CONCAT31(uVar4,param_1[0x14] == (CUtlBuffer)0x0);
}
local_10[0] = 0;
iVar3 = CUtlBuffer::Scanf(param_1,"%d",local_10);
*param_2 = local_10[0] != 0;
if (iVar3 == 1) {
uVar2 = (uint)(param_1[0x14] == (CUtlBuffer)0x0);
}
else {
uVar2 = 0;
}
return uVar2;
}
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.