L L4D2node

CChoreoActor::AddChannel

0x00b9d2a0 · 41 bytes · __cdecl

_ZN12CChoreoActor10AddChannelEP14CChoreoChannel

Decompiled

undefined (1 param)

/* CChoreoActor::AddChannel(CChoreoChannel*) */

void CChoreoActor::AddChannel(CChoreoChannel *param_1)

{
  CUtlVector<CChoreoChannel*,CUtlMemory<CChoreoChannel*,int>>::InsertBefore
            ((CUtlVector<CChoreoChannel*,CUtlMemory<CChoreoChannel*,int>> *)(param_1 + 0x100),
             *(int *)(param_1 + 0x10c),(CChoreoChannel **)&stack0x00000008);
  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)