CBaseServerVehicle::FindRoleIndexByName
0x00b3b580 · 112 bytes · __thiscall
_ZN18CBaseServerVehicle19FindRoleIndexByNameE8string_t
Decompiled
undefined (2 params)
/* CBaseServerVehicle::FindRoleIndexByName(string_t) */
int __thiscall CBaseServerVehicle::FindRoleIndexByName(CBaseServerVehicle *this,char *param_2)
{
char *pcVar1;
int iVar2;
char *pcVar3;
int iVar4;
int iVar5;
if (0 < *(int *)(this + 0x24)) {
pcVar3 = "";
if (param_2 != (char *)0x0) {
pcVar3 = param_2;
}
iVar4 = 0;
iVar5 = 0;
do {
pcVar1 = *(char **)(*(int *)(this + 0x18) + iVar4);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
if (pcVar3 == pcVar1) {
return iVar5;
}
iVar2 = _V_stricmp(pcVar1,pcVar3);
if (iVar2 == 0) {
return iVar5;
}
iVar5 = iVar5 + 1;
iVar4 = iVar4 + 0x18;
} while (iVar5 < *(int *)(this + 0x24));
}
return -1;
}
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.