Serialize
0x00bf3d20 · 207 bytes · __cdecl
_Z9SerializeR10CUtlBufferRK7VMatrix
Decompiled
undefined (2 params)
/* Serialize(CUtlBuffer&, VMatrix const&) */
bool Serialize(CUtlBuffer *param_1,VMatrix *param_2)
{
if (((byte)param_1[0x15] & 1) == 0) {
CUtlBuffer::Put(param_1,param_2,0x40);
return param_1[0x14] == (CUtlBuffer)0x0;
}
CUtlBuffer::Printf(param_1,"\n");
SerializeFloats(param_1,4,(float *)param_2);
CUtlBuffer::Printf(param_1,"\n");
SerializeFloats(param_1,4,(float *)(param_2 + 0x10));
CUtlBuffer::Printf(param_1,"\n");
SerializeFloats(param_1,4,(float *)(param_2 + 0x20));
CUtlBuffer::Printf(param_1,"\n");
SerializeFloats(param_1,4,(float *)(param_2 + 0x30));
CUtlBuffer::Printf(param_1,"\n");
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.