L L4D2node

CDmxAttribute::SetToDefaultValue

0x00be00c0 · 278 bytes · __thiscall

_ZN13CDmxAttribute17SetToDefaultValueEv

Decompiled

undefined (1 param)

/* CDmxAttribute::SetToDefaultValue() */

void __thiscall CDmxAttribute::SetToDefaultValue(CDmxAttribute *this)

{
  undefined1 *puVar1;
  undefined4 *puVar2;
  
  switch(*(undefined4 *)this) {
  case 1:
  case 2:
  case 7:
    **(undefined4 **)(this + 8) = 0;
    return;
  case 3:
    **(undefined4 **)(this + 8) = 0;
    return;
  case 4:
    **(undefined1 **)(this + 8) = 0;
    return;
  case 5:
    CUtlString::Set(*(CUtlString **)(this + 8),(char *)0x0);
    return;
  case 6:
    CUtlBinaryBlock::Set(*(CUtlBinaryBlock **)(this + 8),(void *)0x0,0);
    return;
  case 8:
    puVar1 = *(undefined1 **)(this + 8);
    *puVar1 = 0;
    puVar1[1] = 0;
    puVar1[2] = 0;
    puVar1[3] = 0xff;
    return;
  case 9:
    puVar2 = *(undefined4 **)(this + 8);
    *puVar2 = 0;
    puVar2[1] = 0;
    return;
  case 10:
  case 0xc:
    puVar2 = *(undefined4 **)(this + 8);
    *puVar2 = 0;
    puVar2[1] = 0;
    puVar2[2] = 0;
    return;
  case 0xb:
    puVar2 = *(undefined4 **)(this + 8);
    *puVar2 = 0;
    puVar2[1] = 0;
    puVar2[2] = 0;
    puVar2[3] = 0;
    return;
  case 0xd:
    puVar2 = *(undefined4 **)(this + 8);
    *puVar2 = 0;
    puVar2[1] = 0;
    puVar2[2] = 0;
    puVar2[3] = 0x3f800000;
    return;
  case 0xe:
    MatrixSetIdentity(*(VMatrix **)(this + 8));
    return;
  case 0xf:
  case 0x10:
  case 0x11:
  case 0x12:
  case 0x15:
  case 0x16:
  case 0x17:
  case 0x18:
  case 0x19:
  case 0x1a:
  case 0x1b:
  case 0x1c:
    *(undefined4 *)(*(int *)(this + 8) + 0xc) = 0;
    break;
  case 0x13:
    CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::RemoveAll
              (*(CUtlVector<CUtlString,CUtlMemory<CUtlString,int>> **)(this + 8));
    return;
  case 0x14:
    CUtlVector<CUtlBinaryBlock,CUtlMemory<CUtlBinaryBlock,int>>::RemoveAll
              (*(CUtlVector<CUtlBinaryBlock,CUtlMemory<CUtlBinaryBlock,int>> **)(this + 8));
    return;
  }
  return;
}

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)