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 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.