L L4D2node

Unserialize

0x00bf4bb0 · 105 bytes · __cdecl

_Z11UnserializeR10CUtlBufferR10CUtlString

Decompiled

undefined (2 params)

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

bool Unserialize(CUtlBuffer *param_1,CUtlString *param_2)

{
  int iVar1;
  char *pcVar2;
  
  iVar1 = CUtlBuffer::PeekDelimitedStringLength(param_1,s_pConv,true);
  CUtlString::SetLength(param_2,iVar1 + -1);
  pcVar2 = (char *)CUtlString::Get(param_2);
  CUtlBuffer::GetDelimitedString(param_1,s_pConv,pcVar2,iVar1);
  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)