L L4D2node

CCvarUtilities::CvarFindFlagsCompletionCallback

0x00128ff0 · 283 bytes · __thiscall

_ZN14CCvarUtilities31CvarFindFlagsCompletionCallbackEPKcPA64_c

Decompiled

undefined (3 params)

/* CCvarUtilities::CvarFindFlagsCompletionCallback(char const*, char (*) [64]) */

int __thiscall
CCvarUtilities::CvarFindFlagsCompletionCallback(CCvarUtilities *this,char *param_1,char *param_2)

{
  undefined *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  undefined **ppuVar5;
  int local_20;
  
  iVar2 = _V_strlen(param_1);
  iVar3 = _V_strlen("findflags ");
  if (iVar2 < iVar3) {
    ppuVar5 = &PTR_s_ARCHIVE_00340cc4;
    do {
      puVar1 = *ppuVar5;
      ppuVar5 = ppuVar5 + 3;
      V_snprintf(param_2,0x40,"%s %s","findflags ",puVar1);
      _V_strlower(param_2);
      param_2 = param_2 + 0x40;
    } while (ppuVar5 !=
             (undefined **)
             &CUtlRBTree<ConCommandBase_const*,unsigned_short,bool(*)(ConCommandBase_const*const&,ConCommandBase_const*const&),CUtlMemory<UtlRBTreeNode_t<ConCommandBase_const*,unsigned_short>,unsigned_short>>
              ::Links(unsigned_short)::s_Sentinel);
    return 0x12;
  }
  iVar2 = _V_strlen("findflags ");
  ppuVar5 = &PTR_s_ARCHIVE_00340cc4;
  iVar3 = _V_strlen(param_1 + iVar2);
  local_20 = 0;
  do {
    iVar4 = V_strnicmp(*ppuVar5,param_1 + iVar2,iVar3);
    if (iVar4 == 0) {
      V_snprintf(param_2 + local_20 * 0x40,0x40,"%s %s","findflags ",*ppuVar5);
      _V_strlower(param_2 + local_20 * 0x40);
      local_20 = local_20 + 1;
      if (0x3f < local_20) {
        return local_20;
      }
    }
    ppuVar5 = ppuVar5 + 3;
  } while (ppuVar5 !=
           (undefined **)
           &CUtlRBTree<ConCommandBase_const*,unsigned_short,bool(*)(ConCommandBase_const*const&,ConCommandBase_const*const&),CUtlMemory<UtlRBTreeNode_t<ConCommandBase_const*,unsigned_short>,unsigned_short>>
            ::Links(unsigned_short)::s_Sentinel);
  return local_20;
}

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)