L L4D2node

CDmxElementDictionary::HookUpElementAttributes

0x00beb650 · 131 bytes · __thiscall

_ZN21CDmxElementDictionary23HookUpElementAttributesEv

Decompiled

undefined (1 param)

/* CDmxElementDictionary::HookUpElementAttributes() */

void __thiscall CDmxElementDictionary::HookUpElementAttributes(CDmxElementDictionary *this)

{
  int iVar1;
  CDmxAttribute *pCVar2;
  undefined4 *puVar3;
  int iVar4;
  undefined4 uVar5;
  int iVar6;
  int iVar7;
  
  iVar6 = 0;
  iVar1 = *(int *)(this + 0x20);
  if (0 < iVar1) {
    iVar7 = 0;
    do {
      iVar4 = FindElement(this,(UniqueId_t *)(*(int *)(this + 0x14) + iVar6 + 8));
      uVar5 = 0;
      if (iVar4 != -1) {
        uVar5 = *(undefined4 *)(*(int *)this + iVar4 * 0x14);
      }
      pCVar2 = *(CDmxAttribute **)(*(int *)(this + 0x14) + iVar6);
      CDmxAttribute::AllocateDataMemory(pCVar2,1);
      puVar3 = *(undefined4 **)(pCVar2 + 8);
      if (puVar3 != (undefined4 *)0x0) {
        *puVar3 = uVar5;
      }
      iVar7 = iVar7 + 1;
      iVar6 = iVar6 + 0x18;
    } while (iVar7 != iVar1);
  }
  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)