L L4D2node

CDmxKeyValues2ErrorStack::Push

0x00beb250 · 63 bytes · __thiscall

_ZN24CDmxKeyValues2ErrorStack4PushE10CUtlSymbol

Decompiled

undefined (2 params)

/* CDmxKeyValues2ErrorStack::Push(CUtlSymbol) */

void __thiscall CDmxKeyValues2ErrorStack::Push(CDmxKeyValues2ErrorStack *this,undefined2 *param_2)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x88);
  if (iVar1 < 0x40) {
    *(undefined2 *)(this + iVar1 * 2) = *param_2;
    iVar1 = *(int *)(this + 0x88);
  }
  *(int *)(this + 0x88) = iVar1 + 1;
  iVar2 = *(int *)(this + 0x8c);
  if (*(int *)(this + 0x8c) < iVar1 + 1) {
    iVar2 = iVar1;
  }
  *(int *)(this + 0x8c) = iVar2;
  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)