L L4D2node

CDmxAttribute::SetValue

0x00be2400 · 79 bytes · __thiscall

_ZN13CDmxAttribute8SetValueE17DmAttributeType_tPKvi

Decompiled

undefined (4 params)

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

void __thiscall
CDmxAttribute::SetValue(CDmxAttribute *param_1,int param_2,void *param_3,size_t param_4)

{
  if (*(int *)param_1 != param_2) {
    AllocateDataMemory(param_1,param_2);
  }
  if ((int)*(size_t *)(s_pAttributeSize + param_2 * 4) <= (int)param_4) {
    param_4 = *(size_t *)(s_pAttributeSize + param_2 * 4);
  }
  memcpy(*(void **)(param_1 + 8),param_3,param_4);
  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)