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 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.