L L4D2node

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 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)