CChoreoScene::FindActorIndex
0x00bb1f00 · 48 bytes · __thiscall
_ZN12CChoreoScene14FindActorIndexEP12CChoreoActor
Decompiled
undefined (2 params)
/* CChoreoScene::FindActorIndex(CChoreoActor*) */
int __thiscall CChoreoScene::FindActorIndex(CChoreoScene *this,CChoreoActor *param_1)
{
CChoreoActor *pCVar1;
int iVar2;
if (*(int *)(this + 0x24) < 1) {
LAB_00bb1f2c:
iVar2 = -1;
}
else {
iVar2 = 0;
pCVar1 = (CChoreoActor *)**(int **)(this + 0x18);
while (pCVar1 != param_1) {
iVar2 = iVar2 + 1;
if (iVar2 == *(int *)(this + 0x24)) goto LAB_00bb1f2c;
pCVar1 = (CChoreoActor *)(*(int **)(this + 0x18))[iVar2];
}
}
return iVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.