CChoreoActor::RemoveChannel
0x00b9cdd0 · 139 bytes · __thiscall
_ZN12CChoreoActor13RemoveChannelEP14CChoreoChannel
Decompiled
undefined (2 params)
/* CChoreoActor::RemoveChannel(CChoreoChannel*) */
void __thiscall CChoreoActor::RemoveChannel(CChoreoActor *this,CChoreoChannel *param_1)
{
int iVar1;
int *piVar2;
int iVar3;
int iVar4;
iVar1 = *(int *)(this + 0x10c);
if (iVar1 < 1) {
return;
}
piVar2 = *(int **)(this + 0x100);
iVar3 = 0;
if (param_1 != (CChoreoChannel *)*piVar2) {
do {
iVar3 = iVar3 + 1;
if (iVar3 == iVar1) {
return;
}
} while (param_1 != (CChoreoChannel *)piVar2[iVar3]);
if (iVar3 == -1) {
return;
}
}
iVar4 = (iVar1 - iVar3) + -1;
if (iVar4 < 1) {
*(int *)(this + 0x10c) = iVar1 + -1;
}
else {
_V_memmove(piVar2 + iVar3,piVar2 + iVar3 + 1,iVar4 * 4);
*(int *)(this + 0x10c) = *(int *)(this + 0x10c) + -1;
}
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.