L L4D2node

CUtlSymbolTable::FindPoolWithSpace

0x00263f70 · 69 bytes · __thiscall

_ZNK15CUtlSymbolTable17FindPoolWithSpaceEi

Decompiled

undefined (2 params)

/* CUtlSymbolTable::FindPoolWithSpace(int) const */

int __thiscall CUtlSymbolTable::FindPoolWithSpace(CUtlSymbolTable *this,int param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  if (*(int *)(this + 0x30) < 1) {
LAB_00263fb3:
    iVar3 = -1;
  }
  else {
    piVar1 = (int *)**(int **)(this + 0x24);
    iVar3 = 0;
    iVar2 = *piVar1 - piVar1[1];
    while (iVar2 < param_1) {
      iVar3 = iVar3 + 1;
      if (iVar3 == *(int *)(this + 0x30)) goto LAB_00263fb3;
      piVar1 = (int *)(*(int **)(this + 0x24))[iVar3];
      iVar2 = *piVar1 - piVar1[1];
    }
  }
  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)