L L4D2node

CChoreoEvent::NameForCCType

0x00ba4b90 · 27 bytes · __cdecl

_ZN12CChoreoEvent13NameForCCTypeENS_12CLOSECAPTIONE

Decompiled

undefined (1 param)

/* CChoreoEvent::NameForCCType(CChoreoEvent::CLOSECAPTION) */

undefined * CChoreoEvent::NameForCCType(uint param_1)

{
  if (param_1 < 3) {
    return (&PTR_s_cc_master_00f6d224)[param_1 * 2];
  }
  return PTR_s_cc_master_00f6d224;
}

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)