CDmxElement::LockForChanges
0x00be71d0 · 35 bytes · __thiscall
_ZN11CDmxElement14LockForChangesEb
Decompiled
undefined (2 params)
/* CDmxElement::LockForChanges(bool) */
void __thiscall CDmxElement::LockForChanges(CDmxElement *this,bool param_1)
{
CDmxElement CVar1;
if (param_1) {
this[0x2e] = (CDmxElement)((char)this[0x2e] + '\x01');
}
else {
CVar1 = this[0x2e];
this[0x2e] = (CDmxElement)((char)CVar1 + -1);
if ((CDmxElement)((char)CVar1 + -1) == (CDmxElement)0x0) {
LockForChanges(this,false);
return;
}
}
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.