L L4D2node

CChoreoActor::SwapChannels

0x00b9cea0 · 43 bytes · __thiscall

_ZN12CChoreoActor12SwapChannelsEii

Decompiled

undefined (3 params)

/* CChoreoActor::SwapChannels(int, int) */

void __thiscall CChoreoActor::SwapChannels(CChoreoActor *this,int param_1,int param_2)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  
  puVar1 = (undefined4 *)(*(int *)(this + 0x100) + param_1 * 4);
  uVar2 = *puVar1;
  *puVar1 = *(undefined4 *)(*(int *)(this + 0x100) + param_2 * 4);
  *(undefined4 *)(*(int *)(this + 0x100) + param_2 * 4) = uVar2;
  return;
}

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)