CUtlVector<CDownloadListGenerator::WhiteListFileData,CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>>::Find
0x001408e0 · 103 bytes · __thiscall
_ZNK10CUtlVectorIN22CDownloadListGenerator17WhiteListFileDataE10CUtlMemoryIS1_iEE4FindERKS1_
Decompiled
undefined (2 params)
/* CUtlVector<CDownloadListGenerator::WhiteListFileData,
CUtlMemory<CDownloadListGenerator::WhiteListFileData, int>
>::Find(CDownloadListGenerator::WhiteListFileData const&) const */
int __thiscall
CUtlVector<CDownloadListGenerator::WhiteListFileData,CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>>
::Find(CUtlVector<CDownloadListGenerator::WhiteListFileData,CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>>
*this,WhiteListFileData *param_1)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
iVar4 = 0;
iVar3 = 0;
if (0 < *(int *)(this + 0xc)) {
do {
iVar2 = *(int *)this;
iVar1 = _V_strlen((char *)(iVar2 + iVar4));
iVar2 = V_strncmp((char *)(iVar2 + iVar4),(char *)param_1,iVar1);
if (iVar2 == 0) {
return iVar3;
}
iVar3 = iVar3 + 1;
iVar4 = iVar4 + 0x115;
} while (iVar3 < *(int *)(this + 0xc));
}
return -1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.