L L4D2node

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 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)