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 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.