L L4D2node

CChoreoEvent::FindRelativeTag

0x00ba4e00 · 109 bytes · __thiscall

_ZN12CChoreoEvent15FindRelativeTagEPKc

Decompiled

undefined (2 params)

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

CUtlString * __thiscall CChoreoEvent::FindRelativeTag(CChoreoEvent *this,char *param_1)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  CUtlString *this_00;
  
  iVar3 = 0;
  iVar4 = 0;
  if (0 < *(int *)(this + 200)) {
    do {
      this_00 = (CUtlString *)(iVar4 + *(int *)(this + 0xbc));
      if (this_00 != (CUtlString *)0x0) {
        pcVar1 = (char *)CUtlString::Get(this_00);
        iVar2 = _V_stricmp(pcVar1,param_1);
        if (iVar2 == 0) {
          return this_00;
        }
      }
      iVar3 = iVar3 + 1;
      iVar4 = iVar4 + 0x18;
    } while (iVar3 < *(int *)(this + 200));
  }
  return (CUtlString *)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)