L L4D2node

CChoreoScene::FindActor

0x00bafa90 · 89 bytes · __thiscall

_ZN12CChoreoScene9FindActorEPKc

Decompiled

undefined (2 params)

/* CChoreoScene::FindActor(char const*) */

CChoreoActor * __thiscall CChoreoScene::FindActor(CChoreoScene *this,char *param_1)

{
  CChoreoActor *this_00;
  char *pcVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x24)) {
    do {
      this_00 = *(CChoreoActor **)(*(int *)(this + 0x18) + iVar3 * 4);
      if (this_00 != (CChoreoActor *)0x0) {
        pcVar1 = (char *)CChoreoActor::GetName(this_00);
        iVar2 = _V_stricmp(pcVar1,param_1);
        if (iVar2 == 0) {
          return this_00;
        }
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x24));
  }
  return (CChoreoActor *)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)