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 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.