L L4D2node

CDmxSerializer::ShouldWriteAttribute

0x00be8540 · 41 bytes · __thiscall

_ZN14CDmxSerializer20ShouldWriteAttributeEPKcP13CDmxAttribute

Decompiled

undefined (3 params)

/* CDmxSerializer::ShouldWriteAttribute(char const*, CDmxAttribute*) */

bool __thiscall
CDmxSerializer::ShouldWriteAttribute(CDmxSerializer *this,char *param_1,CDmxAttribute *param_2)

{
  int iVar1;
  bool bVar2;
  
  bVar2 = false;
  if (param_2 != (CDmxAttribute *)0x0) {
    iVar1 = _V_stricmp(param_1,"name");
    bVar2 = iVar1 != 0;
  }
  return bVar2;
}

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)