L L4D2node

GetSuggestedBinding

0x00184190 · 143 bytes · __cdecl

_Z19GetSuggestedBindingPKcP9KeyValues

Decompiled

undefined (2 params)

/* GetSuggestedBinding(char const*, KeyValues*) */

int GetSuggestedBinding(char *param_1,KeyValues *param_2)

{
  int iVar1;
  KeyValues *this;
  char *pcVar2;
  int iVar3;
  
  if (param_2 != (KeyValues *)0x0) {
    iVar1 = KeyValues::GetString(param_2,param_1,(char *)0x0);
    if (iVar1 != 0) {
      return iVar1;
    }
    for (this = (KeyValues *)KeyValues::GetFirstSubKey(param_2); this != (KeyValues *)0x0;
        this = (KeyValues *)KeyValues::GetNextKey(this)) {
      iVar1 = KeyValues::GetString(this,(char *)0x0,"");
      pcVar2 = (char *)KeyValues::GetName(this);
      iVar3 = V_stristr(pcVar2,param_1);
      if (iVar3 != 0) {
        return iVar1;
      }
    }
  }
  return 0;
}

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)