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,
¶m_1);
this[0x17d0] = (CBaseFlex)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.