NameToSpawnAttribute
0x00971a90 · 72 bytes · __regparm3
_ZL20NameToSpawnAttributePKc
Decompiled
undefined (1 param)
/* NameToSpawnAttribute(char const*) */
undefined4 __regparm3 NameToSpawnAttribute(char *param_1)
{
int iVar1;
char *pcVar2;
int iVar3;
pcVar2 = "EMPTY";
iVar3 = 0;
do {
iVar1 = _V_stricmp(pcVar2,param_1);
if (iVar1 == 0) {
return *(undefined4 *)(spawnAttributeTable + iVar3 * 8 + 4);
}
iVar3 = iVar3 + 1;
pcVar2 = *(char **)(spawnAttributeTable + iVar3 * 8);
} while (pcVar2 != (char *)0x0);
return 0;
}
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.