CDmxElement::GetTypeString
0x00be6d80 · 165 bytes · __thiscall
_ZNK11CDmxElement13GetTypeStringEv
Decompiled
undefined (1 param)
/* CDmxElement::GetTypeString() const */
undefined4 __thiscall CDmxElement::GetTypeString(CDmxElement *this)
{
undefined2 uVar1;
undefined4 uVar2;
undefined2 local_e [3];
uVar1 = *(undefined2 *)(this + 0x2c);
pthread_mutex_lock((pthread_mutex_t *)(s_TypeSymbols + 0x38));
if (s_TypeSymbols._260_4_ != 0) {
CThreadRWLock::WaitForRead();
}
s_TypeSymbols._264_4_ = s_TypeSymbols._264_4_ + 1;
pthread_mutex_unlock((pthread_mutex_t *)(s_TypeSymbols + 0x38));
local_e[0] = uVar1;
uVar2 = CUtlSymbolTable::String((CUtlSymbolTable *)s_TypeSymbols,local_e);
pthread_mutex_lock((pthread_mutex_t *)(s_TypeSymbols + 0x38));
s_TypeSymbols._264_4_ = s_TypeSymbols._264_4_ + -1;
if ((s_TypeSymbols._264_4_ == 0) && (s_TypeSymbols._260_4_ != 0)) {
CThreadEvent::Set();
}
pthread_mutex_unlock((pthread_mutex_t *)(s_TypeSymbols + 0x38));
return uVar2;
}
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.