CBaseFlex::FindNamedSetting
0x00625b30 · 107 bytes · __thiscall
_ZN9CBaseFlex16FindNamedSettingEPK16flexsettinghdr_tPKc
Decompiled
undefined (3 params)
/* CBaseFlex::FindNamedSetting(flexsettinghdr_t const*, char const*) */
flexsettinghdr_t * __thiscall
CBaseFlex::FindNamedSetting(CBaseFlex *this,flexsettinghdr_t *param_1,char *param_2)
{
flexsettinghdr_t *pfVar1;
int iVar2;
flexsettinghdr_t *pfVar3;
int iVar4;
int iVar5;
if (0 < *(int *)(param_1 + 0x4c)) {
iVar4 = 0;
iVar5 = 0;
do {
pfVar1 = param_1 + *(int *)(param_1 + 0x50) + iVar4;
if (pfVar1 != (flexsettinghdr_t *)0x0) {
iVar2 = _V_stricmp((char *)(pfVar1 + *(int *)pfVar1),param_2);
if (iVar2 == 0) {
pfVar3 = (flexsettinghdr_t *)0x0;
if (iVar5 < *(int *)(param_1 + 0x4c)) {
pfVar3 = pfVar1;
}
return pfVar3;
}
}
iVar5 = iVar5 + 1;
iVar4 = iVar4 + 0x18;
} while (iVar5 < *(int *)(param_1 + 0x4c));
}
return (flexsettinghdr_t *)0x0;
}
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.