L L4D2node

CDmxElement::RemoveAllAttributes

0x00be6e60 · 67 bytes · __thiscall

_ZN11CDmxElement19RemoveAllAttributesEv

Decompiled

undefined (1 param)

/* CDmxElement::RemoveAllAttributes() */

void __thiscall CDmxElement::RemoveAllAttributes(CDmxElement *this)

{
  int iVar1;
  CDmxAttribute *this_00;
  int iVar2;
  
  iVar2 = 0;
  iVar1 = *(int *)(this + 0xc);
  if (0 < iVar1) {
    do {
      this_00 = *(CDmxAttribute **)(*(int *)this + iVar2 * 4);
      if (this_00 != (CDmxAttribute *)0x0) {
        CDmxAttribute::~CDmxAttribute(this_00);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != iVar1);
  }
  this[0x2f] = (CDmxElement)((byte)this[0x2f] & 0xfe);
  *(undefined4 *)(this + 0xc) = 0;
  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)