CUtlStringMap<KeyValues*>::operator[]
0x00037a40 · 111 bytes · __cdecl
_ZN13CUtlStringMapIP9KeyValuesEixEPKc
Decompiled
undefined (1 param)
/* CUtlStringMap<KeyValues*>::operator[](char const*) */
int CUtlStringMap<KeyValues*>::operator[](char *param_1)
{
int iVar1;
int iVar2;
uint uVar3;
ushort local_1e [7];
CUtlSymbolTable::AddString((char *)local_1e);
uVar3 = (uint)local_1e[0];
iVar1 = *(int *)(param_1 + 0xc);
if (((iVar1 <= (int)uVar3) && (iVar1 < (int)(uVar3 + 1))) &&
(iVar2 = (uVar3 + 1) - iVar1, iVar2 != 0)) {
CUtlVector<KeyValues*,CUtlMemory<KeyValues*,int>>::GrowVector
((CUtlVector<KeyValues*,CUtlMemory<KeyValues*,int>> *)param_1,iVar2);
CUtlVector<KeyValues*,CUtlMemory<KeyValues*,int>>::ShiftElementsRight
((CUtlVector<KeyValues*,CUtlMemory<KeyValues*,int>> *)param_1,iVar1,iVar2);
}
return *(int *)param_1 + uVar3 * 4;
}
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.