L L4D2node

CDmxKeyValues2ErrorStack::SetFilename

0x00beb1e0 · 37 bytes · __thiscall

_ZN24CDmxKeyValues2ErrorStack11SetFilenameEPKc

Decompiled

undefined (2 params)

/* CDmxKeyValues2ErrorStack::SetFilename(char const*) */

void __thiscall CDmxKeyValues2ErrorStack::SetFilename(CDmxKeyValues2ErrorStack *this,char *param_1)

{
  *(undefined4 *)(this + 0x8c) = 0;
  *(char **)(this + 0x80) = param_1;
  *(undefined4 *)(this + 0x84) = 1;
  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)