CDmxElement::AddAttribute
0x00be72c0 · 129 bytes · __thiscall
_ZN11CDmxElement12AddAttributeEPKc
Decompiled
undefined (2 params)
/* CDmxElement::AddAttribute(char const*) */
CDmxAttribute * __thiscall CDmxElement::AddAttribute(CDmxElement *this,char *param_1)
{
int iVar1;
CDmxAttribute *pCVar2;
CDmxAttribute *local_20 [4];
iVar1 = FindAttribute(this,param_1);
if (-1 < iVar1) {
return *(CDmxAttribute **)(*(int *)this + iVar1 * 4);
}
this[0x2e] = (CDmxElement)((char)this[0x2e] + '\x01');
this[0x2f] = (CDmxElement)((byte)this[0x2f] | 1);
/* try { // try from 00be72ff to 00be7323 has its CatchHandler @ 00be7345 */
pCVar2 = (CDmxAttribute *)DMXAlloc(0xc);
CDmxAttribute::CDmxAttribute(pCVar2,param_1);
local_20[0] = pCVar2;
CUtlSortVector<CDmxAttribute*,CDmxAttributeLess>::InsertNoSort
((CUtlSortVector<CDmxAttribute*,CDmxAttributeLess> *)this,local_20);
pCVar2 = local_20[0];
LockForChanges(this,false);
return pCVar2;
}
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.