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 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.