CSceneCache::PrecacheSceneEvent
0x004ae0d0 · 280 bytes · __cdecl
_ZN11CSceneCache18PrecacheSceneEventEP12CChoreoEventR10CUtlVectorIt10CUtlMemoryItiEE
Decompiled
undefined (2 params)
/* CSceneCache::PrecacheSceneEvent(CChoreoEvent*, CUtlVector<unsigned short, CUtlMemory<unsigned
short, int> >&) */
void CSceneCache::PrecacheSceneEvent(CChoreoEvent *param_1,CUtlVector *param_2)
{
code *pcVar1;
int iVar2;
char cVar3;
ushort uVar4;
int iVar5;
undefined4 uVar6;
int in_GS_OFFSET;
ushort local_62;
char local_60 [64];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((param_1 != (CChoreoEvent *)0x0) && (iVar5 = CChoreoEvent::GetType(param_1), iVar5 == 5)) {
pcVar1 = *(code **)(*soundemitterbase + 0x1c);
uVar6 = CChoreoEvent::GetParameters(param_1);
iVar5 = (*pcVar1)(soundemitterbase,uVar6);
if (iVar5 != -1) {
local_62 = (ushort)iVar5;
CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>>::InsertBefore
((CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>> *)param_2,
*(int *)(param_2 + 0xc),&local_62);
}
iVar5 = CChoreoEvent::GetCloseCaptionType(param_1);
if (iVar5 == 0) {
cVar3 = CChoreoEvent::GetPlaybackCloseCaptionToken(param_1,local_60,0x40);
if ((cVar3 != '\0') &&
(iVar5 = (**(code **)(*soundemitterbase + 0x1c))(soundemitterbase,local_60), iVar5 != -1))
{
iVar2 = *(int *)(param_2 + 0xc);
uVar4 = (ushort)iVar5;
if (0 < iVar2) {
if (uVar4 == **(ushort **)param_2) goto LAB_004ae0fb;
iVar5 = 0;
do {
iVar5 = iVar5 + 1;
if (iVar5 == iVar2) goto LAB_004ae1c5;
} while (uVar4 != (*(ushort **)param_2)[iVar5]);
if (iVar5 != -1) goto LAB_004ae0fb;
}
LAB_004ae1c5:
local_62 = uVar4;
CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>>::InsertBefore
((CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>> *)param_2,iVar2,
&local_62);
}
}
}
LAB_004ae0fb:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.