L L4D2node

CEntityFactoryDictionary::FindFactory

0x00b2fce0 · 70 bytes · __thiscall

_ZN24CEntityFactoryDictionary11FindFactoryEPKc

Decompiled

undefined (2 params)

/* CEntityFactoryDictionary::FindFactory(char const*) */

undefined4 __thiscall
CEntityFactoryDictionary::FindFactory(CEntityFactoryDictionary *this,char *param_1)

{
  ushort uVar1;
  char *local_14 [3];
  
  if (param_1 != (char *)0x0) {
    local_14[0] = param_1;
    uVar1 = CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
            ::Find((CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                    *)(this + 4),(Node_t *)local_14);
    if (uVar1 != 0xffff) {
      return *(undefined4 *)((uint)uVar1 * 0x10 + *(int *)(this + 8) + 0xc);
    }
  }
  return 0;
}

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)