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 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.