L L4D2node

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 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)