L L4D2node

GetChangeTrack

0x001ef050 · 228 bytes · __cdecl

_Z14GetChangeTrackPKc

Decompiled

undefined (1 param)

/* GetChangeTrack(char const*) */

CChangeTrack * GetChangeTrack(char *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  int iVar3;
  CChangeTrack *pCVar4;
  size_t sVar5;
  void *pvVar6;
  CChangeTrack *local_20 [4];
  
  iVar1 = DAT_003b230c;
  while( true ) {
    if (iVar1 == -1) {
      pCVar4 = operator_new(0x1c);
      *(undefined4 *)(pCVar4 + 0xc) = 0;
      *(undefined4 *)(pCVar4 + 0x10) = 0;
      *(undefined4 *)(pCVar4 + 0x14) = 0;
      *(undefined4 *)(pCVar4 + 0x18) = 0;
      local_20[0] = pCVar4;
      sVar5 = strlen(param_1);
      pvVar6 = operator_new__(sVar5 + 1);
      *(void **)pCVar4 = pvVar6;
      V_strncpy(*(char **)local_20[0],param_1,sVar5 + 1);
      *(undefined4 *)(local_20[0] + 8) = 0;
      *(undefined4 *)(local_20[0] + 4) = 0;
      CUtlLinkedList<CChangeTrack*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CChangeTrack*,int>,int>>
      ::InsertBefore((CUtlLinkedList<CChangeTrack*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CChangeTrack*,int>,int>>
                      *)&g_Tracks,-1,local_20);
      return local_20[0];
    }
    puVar2 = *(undefined4 **)(g_Tracks + iVar1 * 0xc);
    iVar3 = _V_stricmp((char *)*puVar2,param_1);
    if (iVar3 == 0) break;
    iVar1 = *(int *)(g_Tracks + 8 + iVar1 * 0xc);
  }
  return (CChangeTrack *)puVar2;
}

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)