L L4D2node

CMatchExtensions::GetRegisteredExtensionInterface

0x00058080 · 94 bytes · __cdecl

_ZN16CMatchExtensions31GetRegisteredExtensionInterfaceEPKc

Decompiled

undefined (1 param)

/* CMatchExtensions::GetRegisteredExtensionInterface(char const*) */

undefined4 CMatchExtensions::GetRegisteredExtensionInterface(char *param_1)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  uint uVar3;
  ushort local_1e [7];
  
  CUtlSymbolTable::AddString((char *)local_1e);
  uVar3 = (uint)local_1e[0];
  if (*(int *)(param_1 + 0x10) <= (int)uVar3) {
    CUtlVector<CMatchExtensions::RegisteredInterface_t,CUtlMemory<CMatchExtensions::RegisteredInterface_t,int>>
    ::EnsureCount((CUtlVector<CMatchExtensions::RegisteredInterface_t,CUtlMemory<CMatchExtensions::RegisteredInterface_t,int>>
                   *)(param_1 + 4),uVar3 + 1);
  }
  puVar1 = (undefined4 *)(*(int *)(param_1 + 4) + uVar3 * 8);
  if ((int)puVar1[1] < 1) {
    uVar2 = 0;
  }
  else {
    uVar2 = *puVar1;
  }
  return uVar2;
}

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)