L L4D2node

CChoreoEvent::FindTrack

0x00ba52a0 · 104 bytes · __thiscall

_ZN12CChoreoEvent9FindTrackEPKc

Decompiled

undefined (2 params)

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

int __thiscall CChoreoEvent::FindTrack(CChoreoEvent *this,char *param_1)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  if (0 < *(int *)(this + 0x118)) {
    do {
      iVar1 = *(int *)(*(int *)(this + 0x10c) + iVar4 * 4);
      if (iVar1 != 0) {
        pcVar2 = *(char **)(iVar1 + 4);
        if (pcVar2 == (char *)0x0) {
          pcVar2 = "";
        }
        iVar3 = _V_stricmp(pcVar2,param_1);
        if (iVar3 == 0) {
          return iVar1;
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 0x118));
  }
  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)