L L4D2node

CCountedStringPool::FindStringHandle

0x00267560 · 129 bytes · __thiscall

_ZN18CCountedStringPool16FindStringHandleEPKc

Decompiled

undefined (2 params)

/* CCountedStringPool::FindStringHandle(char const*) */

uint __thiscall CCountedStringPool::FindStringHandle(CCountedStringPool *this,char *param_1)

{
  ushort uVar1;
  uint uVar2;
  int iVar3;
  
  if (param_1 != (char *)0x0) {
    uVar2 = Hash(this,param_1);
    uVar1 = *(ushort *)(*(int *)(this + 4) + (uVar2 & 0x3ff) * 2);
    if (uVar1 != 0) {
      iVar3 = *(int *)(this + 0x18);
      do {
        uVar2 = (uint)uVar1;
        iVar3 = _V_stricmp(param_1,*(char **)(iVar3 + uVar2 * 8));
        if (iVar3 == 0) {
          return uVar2;
        }
        iVar3 = *(int *)(this + 0x18);
        uVar1 = *(ushort *)(iVar3 + 4 + uVar2 * 8);
      } while (uVar1 != 0);
    }
  }
  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)