L L4D2node

VOX_LookupNumber

0x000f1310 · 132 bytes · __cdecl

_Z16VOX_LookupNumberPci

Decompiled

undefined (2 params)

/* VOX_LookupNumber(char*, int) */

void VOX_LookupNumber(char *param_1,int param_2)

{
  int iVar1;
  int iVar2;
  int in_GS_OFFSET;
  char local_30 [16];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = _V_strlen(param_1);
  iVar2 = _V_strlen("V_NUMBERS");
  _V_strcpy(local_30,"V_NUMBERS");
  local_30[iVar2 + 1] = '\0';
  local_30[iVar2] = param_1[iVar1 + -1];
  VOX_LookupSentenceByIndex(local_30,param_2,(int *)0x0);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)