L L4D2node

CNetworkStringTable::FindStringIndex

0x001a3040 · 118 bytes · __thiscall

_ZN19CNetworkStringTable15FindStringIndexEPKc

Decompiled

undefined (2 params)

/* CNetworkStringTable::FindStringIndex(char const*) */

int __thiscall CNetworkStringTable::FindStringIndex(CNetworkStringTable *this,char *param_1)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  
  iVar3 = (**(code **)(**(int **)(this + 0x38) + 0x1c))(*(int **)(this + 0x38),param_1);
  cVar2 = (**(code **)(**(int **)(this + 0x38) + 0x14))(*(int **)(this + 0x38),iVar3);
  if (cVar2 == '\0') {
    piVar1 = *(int **)(this + 0x3c);
    if (piVar1 != (int *)0x0) {
      iVar3 = (**(code **)(*piVar1 + 0x1c))(piVar1,param_1);
      cVar2 = (**(code **)(**(int **)(this + 0x3c) + 0x14))(*(int **)(this + 0x3c),iVar3);
      if (cVar2 != '\0') {
        return -iVar3;
      }
    }
    iVar3 = 0xffff;
  }
  return iVar3;
}

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)