L L4D2node

CMeleeWeaponInfoStore::HandleForWeaponName

0x00544ac0 · 123 bytes · __thiscall

_ZN21CMeleeWeaponInfoStore19HandleForWeaponNameEPKcb

Decompiled

undefined (3 params)

/* CMeleeWeaponInfoStore::HandleForWeaponName(char const*, bool) */

int __thiscall
CMeleeWeaponInfoStore::HandleForWeaponName(CMeleeWeaponInfoStore *this,char *param_1,bool param_2)

{
  int iVar1;
  int iVar2;
  int local_20 [4];
  
  AllocPooledString((char *)local_20);
  iVar2 = *(int *)(this + 0x3c);
  if (0 < iVar2) {
    iVar1 = 0;
    if (**(int **)(this + 0x30) == local_20[0]) {
      return 0;
    }
    do {
      iVar1 = iVar1 + 1;
      if (iVar1 == iVar2) goto LAB_00544b0c;
    } while ((*(int **)(this + 0x30))[iVar1] != local_20[0]);
    if (iVar1 != -1) {
      return iVar1;
    }
  }
LAB_00544b0c:
  if (param_2) {
    iVar2 = CUtlVector<string_t,CUtlMemory<string_t,int>>::InsertBefore
                      ((CUtlVector<string_t,CUtlMemory<string_t,int>> *)(this + 0x30),iVar2,
                       (string_t *)local_20);
  }
  else {
    iVar2 = -1;
  }
  return iVar2;
}

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)