L L4D2node

CChoreoActor::FindChannelIndex

0x00b9ced0 · 54 bytes · __thiscall

_ZN12CChoreoActor16FindChannelIndexEP14CChoreoChannel

Decompiled

undefined (2 params)

/* CChoreoActor::FindChannelIndex(CChoreoChannel*) */

int __thiscall CChoreoActor::FindChannelIndex(CChoreoActor *this,CChoreoChannel *param_1)

{
  CChoreoChannel *pCVar1;
  int iVar2;
  
  if (*(int *)(this + 0x10c) < 1) {
LAB_00b9cf04:
    iVar2 = -1;
  }
  else {
    iVar2 = 0;
    pCVar1 = (CChoreoChannel *)**(int **)(this + 0x100);
    while (pCVar1 != param_1) {
      iVar2 = iVar2 + 1;
      if (iVar2 == *(int *)(this + 0x10c)) goto LAB_00b9cf04;
      pCVar1 = (CChoreoChannel *)(*(int **)(this + 0x100))[iVar2];
    }
  }
  return iVar2;
}

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)