L L4D2node

CDmxElement::SetId

0x00be6e40 · 24 bytes · __thiscall

_ZN11CDmxElement5SetIdERK10UniqueId_t

Decompiled

undefined (2 params)

/* CDmxElement::SetId(UniqueId_t const&) */

void __thiscall CDmxElement::SetId(CDmxElement *this,UniqueId_t *param_1)

{
  CopyUniqueId(param_1,(UniqueId_t *)(this + 0x1c));
  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)