L L4D2node

CDmxAttribute::SetValue

0x00be23a0 · 86 bytes · __thiscall

_ZN13CDmxAttribute8SetValueEPKvj

Decompiled

undefined (3 params)

/* CDmxAttribute::SetValue(void const*, unsigned int) */

void __thiscall CDmxAttribute::SetValue(CDmxAttribute *this,void *param_1,uint param_2)

{
  CUtlBinaryBlock *this_00;
  
  AllocateDataMemory(this,6);
  this_00 = *(CUtlBinaryBlock **)(this + 8);
  if (this_00 != (CUtlBinaryBlock *)0x0) {
    CUtlBinaryBlock::CUtlBinaryBlock(this_00,0,0);
  }
  CUtlBinaryBlock::Set(this_00,param_1,param_2);
  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)