Serialize
0x00bf3ec0 · 427 bytes · __cdecl
_Z9SerializeR10CUtlBufferRK5Color
Decompiled
undefined (2 params)
/* Serialize(CUtlBuffer&, Color const&) */
bool Serialize(CUtlBuffer *param_1,Color *param_2)
{
undefined1 uVar1;
byte bVar2;
char cVar3;
if (((byte)param_1[0x15] & 1) == 0) {
uVar1 = *param_2;
cVar3 = CUtlBuffer::CheckPut(param_1,1);
if (cVar3 != '\0') {
*(undefined1 *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) =
uVar1;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
}
bVar2 = param_2[1];
if (((byte)param_1[0x15] & 1) == 0) {
cVar3 = CUtlBuffer::CheckPut(param_1,1);
if (cVar3 != '\0') {
*(byte *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = bVar2;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
}
}
else {
CUtlBuffer::Printf(param_1,"%u",(uint)bVar2);
}
bVar2 = param_2[2];
if (((byte)param_1[0x15] & 1) == 0) {
cVar3 = CUtlBuffer::CheckPut(param_1,1);
if (cVar3 != '\0') {
*(byte *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = bVar2;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
}
}
else {
CUtlBuffer::Printf(param_1,"%u",(uint)bVar2);
}
bVar2 = param_2[3];
if (((byte)param_1[0x15] & 1) == 0) {
cVar3 = CUtlBuffer::CheckPut(param_1,1);
if (cVar3 != '\0') {
*(byte *)(*(int *)param_1 + (*(int *)(param_1 + 0x10) - *(int *)(param_1 + 0x20))) = bVar2;
*(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + 1;
CUtlBuffer::AddNullTermination(param_1);
}
}
else {
CUtlBuffer::Printf(param_1,"%u",(uint)bVar2);
}
return param_1[0x14] == (CUtlBuffer)0x0;
}
CUtlBuffer::Printf(param_1,"%d %d %d %d",(uint)(byte)*param_2,(uint)(byte)param_2[1],
(uint)(byte)param_2[2],(uint)(byte)param_2[3]);
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.