CBaseClientState::FindClientClass
0x00101c00 · 68 bytes · __cdecl
_ZN16CBaseClientState15FindClientClassEPKc
Decompiled
undefined (1 param)
/* CBaseClientState::FindClientClass(char const*) */
int CBaseClientState::FindClientClass(char *param_1)
{
int iVar1;
int iVar2;
iVar1 = ClientDLL_GetAllClasses();
while( true ) {
if (iVar1 == 0) {
return 0;
}
iVar2 = _V_stricmp(*(char **)(iVar1 + 8),param_1);
if (iVar2 == 0) break;
iVar1 = *(int *)(iVar1 + 0x10);
}
return iVar1;
}
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.