L L4D2node

CChoreoScene::GetPlayingSoundName

0x00bb2630 · 122 bytes · __thiscall

_ZN12CChoreoScene19GetPlayingSoundNameEPci

Decompiled

undefined (3 params)

/* CChoreoScene::GetPlayingSoundName(char*, int) */

undefined4 __thiscall
CChoreoScene::GetPlayingSoundName(CChoreoScene *this,char *param_1,int param_2)

{
  CChoreoEvent *this_00;
  int iVar1;
  undefined4 uVar2;
  char *pcVar3;
  int iVar4;
  
  if (0 < *(int *)(this + 0x10)) {
    iVar4 = 0;
    do {
      this_00 = *(CChoreoEvent **)(*(int *)(this + 4) + iVar4 * 4);
      iVar1 = CChoreoEvent::GetType(this_00);
      if (iVar1 == 5) {
        uVar2 = CChoreoEvent::IsProcessing(this_00);
        if ((char)uVar2 != '\0') {
          pcVar3 = (char *)CChoreoEvent::GetParameters(this_00);
          V_strncpy(param_1,pcVar3,param_2);
          return uVar2;
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 0x10));
  }
  return 0;
}

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)