L L4D2node

CDmxSerializerKeyValues2::CreateDmxElement

0x00bec9b0 · 59 bytes · __thiscall

_ZN24CDmxSerializerKeyValues216CreateDmxElementEPKc

Decompiled

undefined (2 params)

/* CDmxSerializerKeyValues2::CreateDmxElement(char const*) */

void __thiscall
CDmxSerializerKeyValues2::CreateDmxElement(CDmxSerializerKeyValues2 *this,char *param_1)

{
  CDmxElement *this_00;
  
  this_00 = (CDmxElement *)DMXAlloc(0x30);
  CDmxElement::CDmxElement(this_00,param_1);
  CDmxElementDictionary::InsertElement((CDmxElementDictionary *)this,this_00);
  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)