L L4D2node

CSceneEntity::FindNamedActor

0x0080f450 · 64 bytes · __thiscall

_ZN12CSceneEntity14FindNamedActorEP12CChoreoActor

Decompiled

undefined (2 params)

/* CSceneEntity::FindNamedActor(CChoreoActor*) */

undefined4 __thiscall CSceneEntity::FindNamedActor(CSceneEntity *this,CChoreoActor *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = CChoreoScene::FindActorIndex(*(CChoreoScene **)(this + 0x4f0),param_1);
  if (-1 < iVar1) {
                    /* WARNING: Could not recover jumptable at 0x0080f486. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar2 = (**(code **)(*(int *)this + 0x3dc))();
    return uVar2;
  }
  return 0;
}

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)