L L4D2node

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 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)