FindBodygroupByName
0x003fbd00 · 102 bytes · __cdecl
_Z19FindBodygroupByNameP10CStudioHdrPKc
Decompiled
undefined (2 params)
/* FindBodygroupByName(CStudioHdr*, char const*) */
int FindBodygroupByName(CStudioHdr *param_1,char *param_2)
{
int iVar1;
int *piVar2;
int iVar3;
if ((param_1 != (CStudioHdr *)0x0) && (iVar1 = *(int *)param_1, 0 < *(int *)(iVar1 + 0xe8))) {
iVar3 = 0;
do {
piVar2 = (int *)(iVar1 + iVar3 * 0x10 + *(int *)(iVar1 + 0xec));
iVar1 = V_strcasecmp(param_2,(char *)((int)piVar2 + *piVar2));
if (iVar1 == 0) {
return iVar3;
}
iVar1 = *(int *)param_1;
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(iVar1 + 0xe8));
}
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.