L L4D2node

Serialize

0x00bf4b70 · 55 bytes · __cdecl

_Z9SerializeR10CUtlBufferRK10CUtlString

Decompiled

undefined (2 params)

/* Serialize(CUtlBuffer&, CUtlString const&) */

bool Serialize(CUtlBuffer *param_1,CUtlString *param_2)

{
  char *pcVar1;
  
  pcVar1 = (char *)CUtlString::Get(param_2);
  CUtlBuffer::PutDelimitedString(param_1,s_pConv,pcVar1);
  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)