L L4D2node

CBaseFlex::StartChoreoScene

0x00628600 · 101 bytes · __thiscall

_ZN9CBaseFlex16StartChoreoSceneEP12CChoreoScene

Decompiled

undefined (2 params)

/* CBaseFlex::StartChoreoScene(CChoreoScene*) */

void __thiscall CBaseFlex::StartChoreoScene(CBaseFlex *this,CChoreoScene *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x17c8);
  if (0 < iVar1) {
    if ((CChoreoScene *)**(int **)(this + 0x17bc) == param_1) {
      return;
    }
    iVar2 = 0;
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar1) goto LAB_0062863c;
    } while ((CChoreoScene *)(*(int **)(this + 0x17bc))[iVar2] != param_1);
    if (iVar2 != -1) {
      return;
    }
  }
LAB_0062863c:
  CUtlVector<CChoreoScene*,CUtlMemory<CChoreoScene*,int>>::InsertBefore
            ((CUtlVector<CChoreoScene*,CUtlMemory<CChoreoScene*,int>> *)(this + 0x17bc),iVar1,
             &param_1);
  this[0x17d0] = (CBaseFlex)0x1;
  return;
}

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)