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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.