L L4D2node

CUtlVector<SAddOnMetaData,CUtlMemory<SAddOnMetaData,int>>::Find

0x0015fe20 · 183 bytes · __thiscall

_ZNK10CUtlVectorI14SAddOnMetaData10CUtlMemoryIS0_iEE4FindERKS0_

Decompiled

undefined (2 params)

/* CUtlVector<SAddOnMetaData, CUtlMemory<SAddOnMetaData, int> >::Find(SAddOnMetaData const&) const
    */

int __thiscall
CUtlVector<SAddOnMetaData,CUtlMemory<SAddOnMetaData,int>>::Find
          (CUtlVector<SAddOnMetaData,CUtlMemory<SAddOnMetaData,int>> *this,SAddOnMetaData *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  char *pcVar4;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0xc)) {
    iVar3 = 0;
    do {
      pcVar4 = (char *)(*(int *)this + iVar2);
      if ((*(int *)(param_1 + 0x100) == 0) ||
         (*(int *)(param_1 + 0x100) == *(int *)(pcVar4 + 0x100))) {
        if (param_1[0x80] != (SAddOnMetaData)0x0) {
          iVar1 = V_strncmp(pcVar4 + 0x80,(char *)(param_1 + 0x80),0x80);
          if (iVar1 != 0) goto LAB_0015fe61;
        }
        iVar1 = V_strncmp(pcVar4,(char *)param_1,0x80);
        if (iVar1 == 0) {
          return iVar3;
        }
      }
LAB_0015fe61:
      iVar3 = iVar3 + 1;
      iVar2 = iVar2 + 0x108;
    } 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)