L L4D2node

Studio_BoneIndexByName

0x00b96230 · 144 bytes · __cdecl

_Z22Studio_BoneIndexByNamePK10CStudioHdrPKc

Decompiled

undefined (2 params)

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

uint Studio_BoneIndexByName(CStudioHdr *param_1,char *param_2)

{
  byte *pbVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  int iVar6;
  int iVar7;
  int iVar8;
  int iVar9;
  
  iVar2 = *(int *)param_1;
  iVar3 = *(int *)(iVar2 + 0x16c);
  iVar4 = *(int *)(iVar2 + 0xa0);
  iVar8 = *(int *)(iVar2 + 0x9c) + -1;
  if (-1 < iVar8) {
    iVar9 = 0;
    do {
      while( true ) {
        iVar7 = iVar9 + iVar8 >> 1;
        pbVar1 = (byte *)(iVar3 + iVar2 + iVar7);
        piVar5 = (int *)((uint)*pbVar1 * 0xd8 + iVar4 + iVar2);
        iVar6 = _V_stricmp((char *)((int)piVar5 + *piVar5),param_2);
        if (-1 < iVar6) break;
        iVar9 = iVar7 + 1;
        if (iVar8 < iVar9) {
          return 0xffffffff;
        }
      }
      if (iVar6 == 0) {
        return (uint)*pbVar1;
      }
      iVar8 = iVar7 + -1;
    } while (iVar9 <= iVar8);
  }
  return 0xffffffff;
}

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)