CDmxElement::FindAttribute
0x00be7da0 · 92 bytes · __thiscall
_ZNK11CDmxElement13FindAttributeE10CUtlSymbol
Decompiled
undefined (2 params)
/* CDmxElement::FindAttribute(CUtlSymbol) const */
undefined4 __thiscall CDmxElement::FindAttribute(CDmxElement *this,undefined2 *param_2)
{
undefined4 uVar1;
CDmxElement *in_stack_ffffffc4;
CDmxAttribute *local_2c;
CDmxAttribute local_28 [24];
if (((byte)this[0x2f] & 1) != 0) {
Resort(in_stack_ffffffc4);
}
local_2c = (CDmxAttribute *)CONCAT22(local_2c._2_2_,*param_2);
CDmxAttribute::CDmxAttribute(local_28,&local_2c);
local_2c = local_28;
/* try { // try from 00be7dd8 to 00be7ddc has its CatchHandler @ 00be7e01 */
uVar1 = CUtlSortVector<CDmxAttribute*,CDmxAttributeLess>::Find
((CUtlSortVector<CDmxAttribute*,CDmxAttributeLess> *)this,&local_2c);
CDmxAttribute::~CDmxAttribute(local_28);
return uVar1;
}
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.