L L4D2node

FindExcludeProp

0x00141fa0 · 101 bytes · __cdecl

_Z15FindExcludePropPKcS0_PK11ExcludePropi

Decompiled

undefined (4 params)

/* FindExcludeProp(char const*, char const*, ExcludeProp const*, int) */

ExcludeProp * FindExcludeProp(char *param_1,char *param_2,ExcludeProp *param_3,int param_4)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < param_4) {
    do {
      iVar1 = _V_stricmp(*(char **)param_3,param_1);
      if ((iVar1 == 0) && (iVar1 = _V_stricmp(*(char **)(param_3 + 4),param_2), iVar1 == 0)) {
        return param_3;
      }
      iVar2 = iVar2 + 1;
      param_3 = param_3 + 8;
    } while (iVar2 != param_4);
  }
  return (ExcludeProp *)0x0;
}

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)