CDmxElement::GetName
0x00be77a0 · 299 bytes · __thiscall
_ZNK11CDmxElement7GetNameEv
Decompiled
undefined (1 param)
/* CDmxElement::GetName() const */
void __thiscall CDmxElement::GetName(CDmxElement *this)
{
int *piVar1;
int iVar2;
piVar1 = (int *)GetAttribute(this,"name");
if (piVar1 == (int *)0x0) {
if (GetValue<CUtlString>(char_const*)::defaultValue == '\0') {
iVar2 = __cxa_guard_acquire(&GetValue<CUtlString>(char_const*)::defaultValue);
if (iVar2 != 0) {
/* try { // try from 00be78a7 to 00be78ab has its CatchHandler @ 00be78ef */
CUtlString::CUtlString((CUtlString *)GetValue<CUtlString>(char_const*)::defaultValue);
__cxa_guard_release(&GetValue<CUtlString>(char_const*)::defaultValue);
__cxa_atexit(CUtlString::~CUtlString,GetValue<CUtlString>(char_const*)::defaultValue,
&__dso_handle);
}
}
CUtlString::Set((CUtlString *)GetValue<CUtlString>(char_const*)::defaultValue,(char *)0x0);
CUtlString::operator_cast_to_char_
((CUtlString *)GetValue<CUtlString>(char_const*)::defaultValue);
return;
}
if (*piVar1 != 5) {
if (CDmxAttribute::GetValue<CUtlString>()::defaultValue == '\0') {
iVar2 = __cxa_guard_acquire(&CDmxAttribute::GetValue<CUtlString>()::defaultValue);
if (iVar2 != 0) {
/* try { // try from 00be7867 to 00be786b has its CatchHandler @ 00be78d9 */
CUtlString::CUtlString((CUtlString *)CDmxAttribute::GetValue<CUtlString>()::defaultValue);
__cxa_guard_release(&CDmxAttribute::GetValue<CUtlString>()::defaultValue);
__cxa_atexit(CUtlString::~CUtlString,CDmxAttribute::GetValue<CUtlString>()::defaultValue,
&__dso_handle);
}
}
CUtlString::Set((CUtlString *)CDmxAttribute::GetValue<CUtlString>()::defaultValue,(char *)0x0);
CUtlString::operator_cast_to_char_
((CUtlString *)CDmxAttribute::GetValue<CUtlString>()::defaultValue);
return;
}
CUtlString::operator_cast_to_char_((CUtlString *)piVar1[2]);
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.