CBaseFlex::RemoveChoreoScene
0x00624880 · 153 bytes · __cdecl
_ZN9CBaseFlex17RemoveChoreoSceneEP12CChoreoSceneb
Decompiled
undefined (2 params)
/* CBaseFlex::RemoveChoreoScene(CChoreoScene*, bool) */
void CBaseFlex::RemoveChoreoScene(CChoreoScene *param_1,bool param_2)
{
int iVar1;
int *piVar2;
int iVar3;
int iVar4;
undefined3 in_stack_00000009;
iVar1 = *(int *)(param_1 + 0x17c8);
if (iVar1 < 1) {
LAB_006248bc:
param_1[0x17d0] = (CChoreoScene)0x1;
return;
}
piVar2 = *(int **)(param_1 + 0x17bc);
iVar3 = 0;
if (*piVar2 != _param_2) {
do {
iVar3 = iVar3 + 1;
if (iVar3 == iVar1) goto LAB_006248bc;
} while (piVar2[iVar3] != _param_2);
if (iVar3 == -1) goto LAB_006248bc;
}
iVar4 = (iVar1 - iVar3) + -1;
if (iVar4 < 1) {
*(int *)(param_1 + 0x17c8) = iVar1 + -1;
}
else {
_V_memmove(piVar2 + iVar3,piVar2 + iVar3 + 1,iVar4 * 4);
*(int *)(param_1 + 0x17c8) = *(int *)(param_1 + 0x17c8) + -1;
}
param_1[0x17d0] = (CChoreoScene)0x1;
return;
}
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.