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 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.