L L4D2node

CDmxElement::LockForChanges

0x00be71b0 · 17 bytes · __thiscall

_ZN11CDmxElement14LockForChangesEb.part.32

Decompiled

undefined (2 params)

/* CDmxElement::LockForChanges(bool) [clone .part.32] */

void __thiscall CDmxElement::LockForChanges(CDmxElement *this,bool param_1)

{
  int in_EAX;
  
  if ((*(byte *)(in_EAX + 0x2f) & 1) == 0) {
    return;
  }
  Resort(this);
  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)