L L4D2node

CBaseFlex::FindSceneFile

0x00629060 · 117 bytes · __thiscall

_ZN9CBaseFlex13FindSceneFileEPKc

Decompiled

undefined (2 params)

/* CBaseFlex::FindSceneFile(char const*) */

flexsettinghdr_t * __thiscall CBaseFlex::FindSceneFile(CBaseFlex *this,char *param_1)

{
  char *pcVar1;
  int iVar2;
  flexsettinghdr_t *pfVar3;
  int iVar4;
  
  iVar4 = 0;
  if (0 < (int)g_FlexSceneFileManager._24_4_) {
    do {
      pcVar1 = *(char **)(g_FlexSceneFileManager._12_4_ + iVar4 * 4);
      if ((pcVar1 != (char *)0x0) && (iVar2 = _V_stricmp(pcVar1,param_1), iVar2 == 0)) {
        pfVar3 = *(flexsettinghdr_t **)(pcVar1 + 0x80);
        if (this != (CBaseFlex *)0x0) {
          EnsureTranslations(this,pfVar3);
          pfVar3 = *(flexsettinghdr_t **)(pcVar1 + 0x80);
        }
        return pfVar3;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < (int)g_FlexSceneFileManager._24_4_);
  }
  return (flexsettinghdr_t *)0x0;
}

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)