L L4D2node

CEnvEffectsScript::GetScriptElementByName

0x0068e8a0 · 100 bytes · __thiscall

_ZN17CEnvEffectsScript22GetScriptElementByNameEPKc

Decompiled

undefined (2 params)

/* CEnvEffectsScript::GetScriptElementByName(char const*) */

char * __thiscall CEnvEffectsScript::GetScriptElementByName(CEnvEffectsScript *this,char *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  char *pcVar4;
  
  iVar2 = 0;
  iVar3 = 0;
  if (0 < *(int *)(this + 0x1404)) {
    do {
      pcVar4 = (char *)(iVar3 + *(int *)(this + 0x13f8));
      if ((pcVar4 != (char *)0x0) && (iVar1 = _V_stricmp(pcVar4,param_1), iVar1 == 0)) {
        return pcVar4;
      }
      iVar2 = iVar2 + 1;
      iVar3 = iVar3 + 0x1b0;
    } while (iVar2 < *(int *)(this + 0x1404));
  }
  return (char *)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)