L L4D2node

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 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)