L L4D2node

Studio_FindAttachment

0x00b961c0 · 103 bytes · __cdecl

_Z21Studio_FindAttachmentPK10CStudioHdrPKc

Decompiled

undefined (2 params)

/* Studio_FindAttachment(CStudioHdr const*, char const*) */

int Studio_FindAttachment(CStudioHdr *param_1,char *param_2)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  
  if (param_1 != (CStudioHdr *)0x0) {
    iVar4 = 0;
    cVar1 = CStudioHdr::SequencesAvailable(param_1);
    if (cVar1 != '\0') {
      for (; iVar3 = CStudioHdr::GetNumAttachments(param_1), iVar4 < iVar3; iVar4 = iVar4 + 1) {
        piVar2 = (int *)CStudioHdr::pAttachment(param_1,iVar4);
        iVar3 = _V_stricmp(param_2,(char *)((int)piVar2 + *piVar2));
        if (iVar3 == 0) {
          return iVar4;
        }
      }
    }
  }
  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)