LookupWeaponInfoSlot
0x005855d0 · 42 bytes · __cdecl
_Z20LookupWeaponInfoSlotPKc
Decompiled
undefined (1 param)
/* LookupWeaponInfoSlot(char const*) */
undefined4 LookupWeaponInfoSlot(char *param_1)
{
undefined4 uVar1;
char *local_14 [4];
uVar1 = 0xffffffff;
if (param_1 != (char *)0x0) {
local_14[0] = param_1;
uVar1 = CUtlRBTree<CUtlMap<char_const*,FileWeaponInfo_t*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,FileWeaponInfo_t*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,FileWeaponInfo_t*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Find((CUtlRBTree<CUtlMap<char_const*,FileWeaponInfo_t*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,FileWeaponInfo_t*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,FileWeaponInfo_t*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)m_WeaponInfoDatabase,(Node_t *)local_14);
}
return uVar1;
}
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.