L L4D2node

Unserialize

0x00bf2230 · 196 bytes · __cdecl

_Z11UnserializeR10CUtlBufferRf

Decompiled

undefined (2 params)

/* Unserialize(CUtlBuffer&, float&) */

bool Unserialize(CUtlBuffer *param_1,float *param_2)

{
  float fVar1;
  char cVar2;
  int iVar3;
  undefined4 local_14;
  undefined1 local_10;
  undefined1 local_f;
  undefined1 local_e;
  undefined1 local_d;
  
  if (((byte)param_1[0x15] & 1) == 0) {
    cVar2 = CUtlBuffer::CheckGet(param_1,4);
    local_14 = 0.0;
    if (cVar2 != '\0') {
      iVar3 = *(int *)(param_1 + 0xc);
      fVar1 = *(float *)(*(int *)param_1 + (iVar3 - *(int *)(param_1 + 0x20)));
      local_14 = fVar1;
      if (((byte)param_1[0x34] & 1) != 0) {
        local_14._3_1_ = (undefined1)((uint)fVar1 >> 0x18);
        local_10 = local_14._3_1_;
        local_14._2_1_ = (undefined1)((uint)fVar1 >> 0x10);
        local_f = local_14._2_1_;
        local_14._1_1_ = (undefined1)((uint)fVar1 >> 8);
        local_e = local_14._1_1_;
        local_14._0_1_ = SUB41(fVar1,0);
        local_d = (undefined1)local_14;
        _V_memcpy(&local_14,&local_10,4);
        iVar3 = *(int *)(param_1 + 0xc);
      }
      *(int *)(param_1 + 0xc) = iVar3 + 4;
    }
    *param_2 = local_14;
  }
  else {
    iVar3 = CUtlBuffer::Scanf(param_1,"%f",param_2);
    if (iVar3 != 1) {
      return false;
    }
  }
  return param_1[0x14] == (CUtlBuffer)0x0;
}

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)