L L4D2node

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 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)