L L4D2node

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 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)