L L4D2node

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 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)