GlobalEntity_GetIndex
0x006d6ab0 · 109 bytes · __cdecl
_Z21GlobalEntity_GetIndexPKc
Decompiled
undefined (1 param)
/* GlobalEntity_GetIndex(char const*) */
int GlobalEntity_GetIndex(char *param_1)
{
short *psVar1;
int iVar2;
int iVar3;
short local_e [3];
CUtlSymbolTable::Find((char *)local_e);
if ((local_e[0] == -1) || (iVar2 = gGlobalState._84_4_ + -1, iVar2 < 0)) {
iVar2 = -1;
}
else if (local_e[0] != *(short *)(gGlobalState._72_4_ + iVar2 * 0xc)) {
iVar3 = gGlobalState._72_4_ + 0xc + iVar2 * 0xc;
do {
iVar2 = iVar2 + -1;
if (iVar2 == -1) {
return -1;
}
psVar1 = (short *)(iVar3 + -0x18);
iVar3 = iVar3 + -0xc;
} while (local_e[0] != *psVar1);
}
return iVar2;
}
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.