CDmxAttribute::SetValueFromString
0x00be22e0 · 147 bytes · __thiscall
_ZN13CDmxAttribute18SetValueFromStringEPKc
Decompiled
undefined (2 params)
/* CDmxAttribute::SetValueFromString(char const*) */
void __thiscall CDmxAttribute::SetValueFromString(CDmxAttribute *this,char *param_1)
{
char cVar1;
int iVar2;
CUtlBuffer local_44 [56];
if (*(int *)this == 0) {
return;
}
if (*(int *)this != 5) {
if ((param_1 != (char *)0x0) && (iVar2 = _V_strlen(param_1), iVar2 != 0)) {
CUtlBuffer::CUtlBuffer(local_44,param_1,iVar2,9);
/* try { // try from 00be2331 to 00be2341 has its CatchHandler @ 00be237f */
cVar1 = Unserialize(this,*(undefined4 *)this,local_44);
if (cVar1 == '\0') {
SetToDefaultValue(this);
}
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_44);
return;
}
SetToDefaultValue(this);
return;
}
SetValue(this,param_1);
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.