L L4D2node

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 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)