L L4D2node

CChoreoEvent::GetPlaybackCloseCaptionToken

0x00ba6a70 · 181 bytes · __thiscall

_ZN12CChoreoEvent28GetPlaybackCloseCaptionTokenEPci

Decompiled

undefined (3 params)

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

undefined4 __thiscall
CChoreoEvent::GetPlaybackCloseCaptionToken(CChoreoEvent *this,char *param_1,int param_2)

{
  char *pcVar1;
  CChoreoEvent *this_00;
  
  *param_1 = '\0';
  if (this[5] == (CChoreoEvent)0x0) {
    pcVar1 = CUtlString::operator_cast_to_char_((CUtlString *)(this + 0x13c));
    if (*pcVar1 == '\0') {
      pcVar1 = (char *)CUtlString::Get((CUtlString *)(this + 0x18));
      V_strncpy(param_1,pcVar1,param_2);
      return 1;
    }
  }
  else {
    if ((this[5] != (CChoreoEvent)0x1) || ((char)this[0x178] < '\0')) {
      return 0;
    }
    pcVar1 = CUtlString::operator_cast_to_char_((CUtlString *)(this + 0x13c));
    if (*pcVar1 == '\0') {
      this_00 = this + 0x18;
      goto LAB_00ba6b09;
    }
  }
  this_00 = this + 0x13c;
LAB_00ba6b09:
  pcVar1 = (char *)CUtlString::Get((CUtlString *)this_00);
  V_strncpy(param_1,pcVar1,param_2);
  return 1;
}

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)