CUtlCharConversion::FindConversion
0x00260170 · 111 bytes · __thiscall
_ZN18CUtlCharConversion14FindConversionEPKcPi
Decompiled
undefined (3 params)
/* CUtlCharConversion::FindConversion(char const*, int*) */
CUtlCharConversion __thiscall
CUtlCharConversion::FindConversion(CUtlCharConversion *this,char *param_1,int *param_2)
{
int iVar1;
int iVar2;
iVar2 = 0;
if (0 < *(int *)(this + 0x10)) {
do {
iVar1 = _V_strcmp(param_1,*(char **)(this + (uint)(byte)this[iVar2 + 0x18] * 8 + 0x11c));
if (iVar1 == 0) {
*param_2 = *(int *)(this + (uint)(byte)this[iVar2 + 0x18] * 8 + 0x118);
return this[iVar2 + 0x18];
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(this + 0x10));
}
*param_2 = 0;
return (CUtlCharConversion)0x0;
}
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.