CDmxAttribute::SetName
0x00bdfc00 · 72 bytes · __cdecl
_ZN13CDmxAttribute7SetNameEPKc
Decompiled
undefined (1 param)
/* CDmxAttribute::SetName(char const*) */
void CDmxAttribute::SetName(char *param_1)
{
undefined2 local_e [5];
CThreadRWLock::LockForWrite();
CUtlSymbolTable::Find((char *)local_e);
CThreadRWLock::UnlockWrite();
*(undefined2 *)(param_1 + 4) = local_e[0];
return;
}
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.