L L4D2node

CChoreoEvent::CCTypeForName

0x00ba4b40 · 64 bytes · __cdecl

_ZN12CChoreoEvent13CCTypeForNameEPKc

Decompiled

undefined (1 param)

/* CChoreoEvent::CCTypeForName(char const*) */

undefined4 CChoreoEvent::CCTypeForName(char *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  
  puVar2 = &g_CCNameMap;
  do {
    iVar1 = _V_stricmp(param_1,(char *)puVar2[1]);
    if (iVar1 == 0) {
      return *puVar2;
    }
    puVar2 = puVar2 + 2;
  } while (puVar2 != (undefined4 *)&DAT_00f6d238);
  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)