CBaseFlex::GetScenePriority
0x00624940 · 82 bytes · __thiscall
_ZN9CBaseFlex16GetScenePriorityEP12CChoreoScene
Decompiled
undefined (2 params)
/* CBaseFlex::GetScenePriority(CChoreoScene*) */
int __thiscall CBaseFlex::GetScenePriority(CBaseFlex *this,CChoreoScene *param_1)
{
int iVar1;
CChoreoScene *this_00;
int iVar2;
int iVar3;
int iVar4;
iVar1 = *(int *)(this + 0x17c8);
if (iVar1 < 1) {
iVar3 = 0;
}
else {
iVar4 = 0;
iVar3 = 0;
do {
this_00 = *(CChoreoScene **)(*(int *)(this + 0x17bc) + iVar4 * 4);
if (this_00 != (CChoreoScene *)0x0) {
if (this_00 == param_1) {
return iVar3;
}
iVar2 = CChoreoScene::GetNumChannels(this_00);
iVar3 = iVar3 + iVar2;
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar1);
}
return iVar3;
}
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.