L L4D2node

CStringRegistry::GetStringText

0x00599ed0 · 87 bytes · __thiscall

_ZN15CStringRegistry13GetStringTextEi

Decompiled

undefined (2 params)

/* CStringRegistry::GetStringText(int) */

undefined4 __thiscall CStringRegistry::GetStringText(CStringRegistry *this,int param_1)

{
  ushort uVar1;
  int iVar2;
  
  uVar1 = CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
          ::FirstInorder(*(CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                           **)this);
  while( true ) {
    if (uVar1 == 0xffff) {
      return 0;
    }
    iVar2 = (uint)uVar1 * 0x10 +
            *(int *)(*(CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                       **)this + 4);
    if (*(int *)(iVar2 + 0xc) == param_1) break;
    uVar1 = CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
            ::NextInorder(*(CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                            **)this,uVar1);
  }
  return *(undefined4 *)(iVar2 + 8);
}

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)