L L4D2node

CChoreoEvent::GetMovementStyle

0x00ba6940 · 87 bytes · __thiscall

_ZN12CChoreoEvent16GetMovementStyleEPci

Decompiled

undefined (3 params)

/* CChoreoEvent::GetMovementStyle(char*, int) */

void __thiscall CChoreoEvent::GetMovementStyle(CChoreoEvent *this,char *param_1,int param_2)

{
  byte *pbVar1;
  byte bVar2;
  byte *pbVar3;
  byte *pbVar4;
  
  *param_1 = '\0';
  pbVar1 = (byte *)CUtlString::Get((CUtlString *)(this + 0x28));
  bVar2 = *pbVar1;
  pbVar3 = (byte *)param_1;
  if (((bVar2 & 0xdf) != 0) && (pbVar4 = (byte *)param_1, 0 < param_2 + -1)) {
    do {
      pbVar3 = pbVar4 + 1;
      pbVar1 = pbVar1 + 1;
      *pbVar4 = bVar2;
      bVar2 = *pbVar1;
      if ((bVar2 & 0xdf) == 0) break;
      pbVar4 = pbVar3;
    } while ((int)pbVar3 - (int)param_1 < param_2 + -1);
  }
  *pbVar3 = 0;
  return;
}

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)