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 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.