L L4D2node

CDmxAttribute::GetName

0x00bdfae0 · 165 bytes · __thiscall

_ZNK13CDmxAttribute7GetNameEv

Decompiled

undefined (1 param)

/* CDmxAttribute::GetName() const */

undefined4 __thiscall CDmxAttribute::GetName(CDmxAttribute *this)

{
  undefined2 uVar1;
  undefined4 uVar2;
  undefined2 local_e [3];
  
  uVar1 = *(undefined2 *)(this + 4);
  pthread_mutex_lock((pthread_mutex_t *)(s_AttributeNameSymbols + 0x38));
  if (s_AttributeNameSymbols._260_4_ != 0) {
    CThreadRWLock::WaitForRead();
  }
  s_AttributeNameSymbols._264_4_ = s_AttributeNameSymbols._264_4_ + 1;
  pthread_mutex_unlock((pthread_mutex_t *)(s_AttributeNameSymbols + 0x38));
  local_e[0] = uVar1;
  uVar2 = CUtlSymbolTable::String((CUtlSymbolTable *)s_AttributeNameSymbols,local_e);
  pthread_mutex_lock((pthread_mutex_t *)(s_AttributeNameSymbols + 0x38));
  s_AttributeNameSymbols._264_4_ = s_AttributeNameSymbols._264_4_ + -1;
  if ((s_AttributeNameSymbols._264_4_ == 0) && (s_AttributeNameSymbols._260_4_ != 0)) {
    CThreadEvent::Set();
  }
  pthread_mutex_unlock((pthread_mutex_t *)(s_AttributeNameSymbols + 0x38));
  return uVar2;
}

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)