L L4D2node

FindString

0x0026eb30 · 91 bytes · __cdecl

_Z10FindStringRK10CUtlVectorI10CUtlString10CUtlMemoryIS0_iEEPKc

Decompiled

undefined (2 params)

/* FindString(CUtlVector<CUtlString, CUtlMemory<CUtlString, int> > const&, char const*) */

int FindString(CUtlVector *param_1,char *param_2)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  iVar1 = *(int *)(param_1 + 0xc);
  if (iVar1 != 0) {
    do {
      pcVar2 = CUtlString::operator_cast_to_char_((CUtlString *)(iVar4 * 0x10 + *(int *)param_1));
      iVar3 = _V_strcmp(param_2,pcVar2);
      if (iVar3 == 0) {
        return iVar4;
      }
      iVar4 = iVar4 + 1;
    } while (iVar1 != iVar4);
  }
  return -1;
}

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)