L L4D2node

Unserialize

0x00bf3e00 · 186 bytes · __cdecl

_Z11UnserializeR10CUtlBufferR7VMatrix

Decompiled

undefined (2 params)

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

bool Unserialize(CUtlBuffer *param_1,VMatrix *param_2)

{
  bool bVar1;
  int iVar2;
  
  bVar1 = false;
  if (param_1[0x14] == (CUtlBuffer)0x0) {
    if (((byte)param_1[0x15] & 1) != 0) {
      iVar2 = CUtlBuffer::Scanf(param_1,"%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f",param_2,
                                param_2 + 4,param_2 + 8,param_2 + 0xc,param_2 + 0x10,param_2 + 0x14,
                                param_2 + 0x18,param_2 + 0x1c,param_2 + 0x20,param_2 + 0x24,
                                param_2 + 0x28,param_2 + 0x2c,param_2 + 0x30,param_2 + 0x34,
                                param_2 + 0x38,param_2 + 0x3c);
      return iVar2 == 0x10;
    }
    CUtlBuffer::Get(param_1,param_2,0x40);
    bVar1 = true;
  }
  return bVar1;
}

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)