L L4D2node

CDmxElement::RemoveAttribute

0x00be7eb0 · 98 bytes · __thiscall

_ZN11CDmxElement15RemoveAttributeEPKc

Decompiled

undefined (2 params)

/* CDmxElement::RemoveAttribute(char const*) */

void __thiscall CDmxElement::RemoveAttribute(CDmxElement *this,char *param_1)

{
  CDmxAttribute *this_00;
  int iVar1;
  
  this[0x2e] = (CDmxElement)((char)this[0x2e] + '\x01');
                    /* try { // try from 00be7ec9 to 00be7ef8 has its CatchHandler @ 00be7f12 */
  iVar1 = FindAttribute(this,param_1);
  if (-1 < iVar1) {
    this_00 = *(CDmxAttribute **)(*(int *)this + iVar1 * 4);
    if (this_00 != (CDmxAttribute *)0x0) {
      CDmxAttribute::~CDmxAttribute(this_00);
    }
    CUtlVector<CDmxAttribute*,CUtlMemory<CDmxAttribute*,int>>::ShiftElementsLeft
              ((CUtlVector<CDmxAttribute*,CUtlMemory<CDmxAttribute*,int>> *)this,iVar1,1);
    *(int *)(this + 0xc) = *(int *)(this + 0xc) + -1;
  }
  LockForChanges(this,false);
  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)