L L4D2node

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 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)