L L4D2node

CUserMessages::LookupUserMessage

0x0057d2b0 · 48 bytes · __thiscall

_ZN13CUserMessages17LookupUserMessageEPKc

Decompiled

undefined (2 params)

/* CUserMessages::LookupUserMessage(char const*) */

int __thiscall CUserMessages::LookupUserMessage(CUserMessages *this,char *param_1)

{
  int iVar1;
  char *local_14 [4];
  
  if (param_1 != (char *)0x0) {
    local_14[0] = param_1;
    iVar1 = CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
            ::Find((CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
                    *)this,(Node_t *)local_14);
    if (iVar1 != -1) {
      return iVar1;
    }
  }
  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)