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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.