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 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.