L L4D2node

CChoreoEvent::FindEntryTag

0x00ba68c0 · 56 bytes · __thiscall

_ZN12CChoreoEvent12FindEntryTagENS_10AbsTagTypeE

Decompiled

undefined (2 params)

/* CChoreoEvent::FindEntryTag(CChoreoEvent::AbsTagType) */

int __thiscall CChoreoEvent::FindEntryTag(CChoreoEvent *this,int param_2)

{
  int iVar1;
  int iVar2;
  
  if (0 < *(int *)(this + param_2 * 0x14 + 0xf0)) {
    iVar1 = *(int *)(this + param_2 * 0x14 + 0xe4);
    iVar2 = 0;
    do {
      if ((iVar1 != 0) && ((*(byte *)(iVar1 + 0x14) & 4) != 0)) {
        return iVar1;
      }
      iVar2 = iVar2 + 1;
      iVar1 = iVar1 + 0x1c;
    } while (iVar2 != *(int *)(this + param_2 * 0x14 + 0xf0));
  }
  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)