L L4D2node

CMatchEventsSubscription::GetEventData

0x0005c820 · 143 bytes · __thiscall

_ZN24CMatchEventsSubscription12GetEventDataEPKc

Decompiled

undefined (2 params)

/* CMatchEventsSubscription::GetEventData(char const*) */

KeyValues * __thiscall
CMatchEventsSubscription::GetEventData(CMatchEventsSubscription *this,char *param_1)

{
  KeyValues *pKVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  if (0 < *(int *)(this + 100)) {
    do {
      pKVar1 = *(KeyValues **)(*(int *)(this + 0x58) + iVar4 * 4);
      pcVar2 = (char *)KeyValues::GetName(pKVar1);
      iVar3 = _V_stricmp(param_1,pcVar2);
      if (iVar3 == 0) {
        return pKVar1;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 100));
  }
  iVar4 = 0;
  if (0 < *(int *)(this + 0x78)) {
    do {
      pKVar1 = *(KeyValues **)(*(int *)(this + 0x6c) + iVar4 * 4);
      pcVar2 = (char *)KeyValues::GetName(pKVar1);
      iVar3 = _V_stricmp(param_1,pcVar2);
      if (iVar3 == 0) {
        return pKVar1;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 0x78));
  }
  return (KeyValues *)0x0;
}

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)