L L4D2node

CDmxElement::CDmxElement

0x00be6fc0 · 152 bytes · __thiscall

_ZN11CDmxElementC2EPKc

Decompiled

undefined (2 params)

/* CDmxElement::CDmxElement(char const*) */

void __thiscall CDmxElement::CDmxElement(CDmxElement *this,char *param_1)

{
  undefined2 local_e;
  
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  this[0x18] = (CDmxElement)0x0;
  *(undefined2 *)(this + 0x2c) = 0xffff;
                    /* try { // try from 00be7008 to 00be7050 has its CatchHandler @ 00be7058 */
  CThreadRWLock::LockForWrite();
  CUtlSymbolTable::AddString((char *)&local_e);
  CThreadRWLock::UnlockWrite();
  this[0x2e] = (CDmxElement)0x0;
  this[0x2f] = (CDmxElement)((byte)this[0x2f] & 0xfc);
  *(undefined2 *)(this + 0x2c) = local_e;
  CreateUniqueId((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)