L L4D2node

CDmxAttribute::SetValue

0x00be2450 · 56 bytes · __thiscall

_ZN13CDmxAttribute8SetValueEPKS_

Decompiled

undefined (2 params)

/* CDmxAttribute::SetValue(CDmxAttribute const*) */

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

{
  int iVar1;
  
  iVar1 = *(int *)param_1;
  if (iVar1 - 0xfU < 0xe) {
    return;
  }
  SetValue(this,iVar1,*(undefined4 *)(param_1 + 8),*(undefined4 *)(s_pAttributeSize + iVar1 * 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)