L L4D2node

FindHitboxSetByName

0x003fc4d0 · 110 bytes · __cdecl

_Z19FindHitboxSetByNameP10CStudioHdrPKc

Decompiled

undefined (2 params)

/* FindHitboxSetByName(CStudioHdr*, char const*) */

int FindHitboxSetByName(CStudioHdr *param_1,char *param_2)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  
  if ((param_1 != (CStudioHdr *)0x0) && (iVar1 = *(int *)param_1, 0 < *(int *)(iVar1 + 0xac))) {
    iVar3 = 0;
    do {
      piVar2 = (int *)(*(int *)(iVar1 + 0xb0) + iVar3 * 0xc + iVar1);
      if (piVar2 != (int *)0x0) {
        iVar1 = _V_stricmp((char *)((int)piVar2 + *piVar2),param_2);
        if (iVar1 == 0) {
          return iVar3;
        }
        iVar1 = *(int *)param_1;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(iVar1 + 0xac));
  }
  return -1;
}

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)