L L4D2node

Templates_FindByTargetName

0x0083daf0 · 112 bytes · __cdecl

_Z26Templates_FindByTargetNamePKc

Decompiled

undefined (1 param)

/* Templates_FindByTargetName(char const*) */

char * Templates_FindByTargetName(char *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  char *in_stack_00000008;
  
  iVar1 = DAT_00ffa750;
  iVar3 = 0;
  if (0 < DAT_00ffa750) {
    do {
      iVar2 = _V_stricmp((char *)**(undefined4 **)(g_Templates + iVar3 * 4),in_stack_00000008);
      if (iVar2 == 0) {
        Templates_FindByIndex((int)param_1);
        return param_1;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != iVar1);
  }
  param_1[0] = '\0';
  param_1[1] = '\0';
  param_1[2] = '\0';
  param_1[3] = '\0';
  return param_1;
}

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)