L L4D2node

CDmxElement::FindAttribute

0x00be7250 · 83 bytes · __thiscall

_ZNK11CDmxElement13FindAttributeEPKc

Decompiled

undefined (2 params)

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

undefined4 __thiscall CDmxElement::FindAttribute(CDmxElement *this,char *param_1)

{
  undefined4 uVar1;
  CDmxElement *in_stack_ffffffd4;
  CDmxAttribute *local_1c;
  CDmxAttribute local_18 [12];
  
  if (((byte)this[0x2f] & 1) != 0) {
    Resort(in_stack_ffffffd4);
  }
  CDmxAttribute::CDmxAttribute(local_18,param_1);
  local_1c = local_18;
                    /* try { // try from 00be7280 to 00be7284 has its CatchHandler @ 00be72a9 */
  uVar1 = CUtlSortVector<CDmxAttribute*,CDmxAttributeLess>::Find
                    ((CUtlSortVector<CDmxAttribute*,CDmxAttributeLess> *)this,&local_1c);
  CDmxAttribute::~CDmxAttribute(local_18);
  return uVar1;
}

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)