L L4D2node

VOX_GroupIndexFromName

0x000f0e90 · 103 bytes · unknown

Decompiled

undefined (0 params)

int VOX_GroupIndexFromName(int param_1)

{
  short sVar1;
  int iVar2;
  short *psVar3;
  short local_e [3];
  
  if ((param_1 != 0) && (CUtlSymbolTable::AddString((char *)local_e), 0 < DAT_00350424)) {
    if (*(short *)(g_SentenceGroups + 4) == local_e[0]) {
      return 0;
    }
    iVar2 = 0;
    psVar3 = (short *)(g_SentenceGroups + 10);
    while (iVar2 = iVar2 + 1, iVar2 != DAT_00350424) {
      sVar1 = *psVar3;
      psVar3 = psVar3 + 3;
      if (sVar1 == local_e[0]) {
        return iVar2;
      }
    }
  }
  return -1;
}

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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)