CChoreoActor::FindChannel
0x00b9cff0 · 97 bytes · __thiscall
_ZN12CChoreoActor11FindChannelEPKc
Decompiled
undefined (2 params)
/* CChoreoActor::FindChannel(char const*) */
CChoreoChannel * __thiscall CChoreoActor::FindChannel(CChoreoActor *this,char *param_1)
{
int iVar1;
char *pcVar2;
int iVar3;
CChoreoChannel *this_00;
int iVar4;
iVar4 = 0;
iVar1 = *(int *)(this + 0x10c);
if (0 < iVar1) {
do {
if (iVar4 < *(int *)(this + 0x10c)) {
this_00 = *(CChoreoChannel **)(*(int *)(this + 0x100) + iVar4 * 4);
}
else {
this_00 = (CChoreoChannel *)0x0;
}
pcVar2 = (char *)CChoreoChannel::GetName(this_00);
iVar3 = _V_stricmp(pcVar2,param_1);
if (iVar3 == 0) {
return this_00;
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar1);
}
return (CChoreoChannel *)0x0;
}
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.