L L4D2node

CDmxElementDictionary::SetElementId

0x00beb550 · 33 bytes · __thiscall

_ZN21CDmxElementDictionary12SetElementIdEiRK10UniqueId_t

Decompiled

undefined (3 params)

/* CDmxElementDictionary::SetElementId(int, UniqueId_t const&) */

void __thiscall
CDmxElementDictionary::SetElementId(CDmxElementDictionary *this,int param_1,UniqueId_t *param_2)

{
  CopyUniqueId(param_2,(UniqueId_t *)(*(int *)this + 4 + param_1 * 0x14));
  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)