L L4D2node

CTestScriptMgr::FindLoop

0x00219d60 · 96 bytes · __thiscall

_ZN14CTestScriptMgr8FindLoopEPKc

Decompiled

undefined (2 params)

/* CTestScriptMgr::FindLoop(char const*) */

undefined4 __thiscall CTestScriptMgr::FindLoop(CTestScriptMgr *this,char *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x3c);
  if (iVar1 != -1) {
    iVar2 = *(int *)(this + 0x30);
    do {
      iVar2 = _V_stricmp(param_1,(char *)(*(int *)(iVar2 + iVar1 * 0xc) + 0xc));
      if (iVar2 == 0) {
        return *(undefined4 *)(*(int *)(this + 0x30) + iVar1 * 0xc);
      }
      iVar2 = *(int *)(this + 0x30);
      iVar1 = *(int *)(iVar2 + 8 + iVar1 * 0xc);
    } while (iVar1 != -1);
  }
  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)