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 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.