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 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.