CDmxElement::SetName
0x00be7360 · 119 bytes · __thiscall
_ZN11CDmxElement7SetNameEPKc
Decompiled
undefined (2 params)
/* CDmxElement::SetName(char const*) */
void __thiscall CDmxElement::SetName(CDmxElement *this,char *param_1)
{
CDmxAttribute *pCVar1;
CUtlString local_2c [28];
CUtlString::CUtlString(local_2c,param_1);
this[0x2e] = (CDmxElement)((char)this[0x2e] + '\x01');
/* try { // try from 00be738d to 00be73b6 has its CatchHandler @ 00be73d7 */
pCVar1 = (CDmxAttribute *)AddAttribute(this,"name");
CDmxAttribute::AllocateDataMemory(pCVar1,5);
if (*(CUtlString **)(pCVar1 + 8) != (CUtlString *)0x0) {
CUtlString::CUtlString(*(CUtlString **)(pCVar1 + 8),local_2c);
}
LockForChanges(this,false);
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_2c);
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.