L L4D2node

CDmxElementDictionary::FindElement

0x00beb5f0 · 85 bytes · __thiscall

_ZN21CDmxElementDictionary11FindElementERK10UniqueId_t

Decompiled

undefined (2 params)

/* CDmxElementDictionary::FindElement(UniqueId_t const&) */

int __thiscall CDmxElementDictionary::FindElement(CDmxElementDictionary *this,UniqueId_t *param_1)

{
  int iVar1;
  char cVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar1 = *(int *)(this + 0xc);
  if (0 < iVar1) {
    do {
      cVar2 = IsUniqueIdEqual(param_1,(UniqueId_t *)(*(int *)this + 4 + iVar3 * 0x14));
      if (cVar2 != '\0') {
        return iVar3;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != iVar1);
  }
  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)