L L4D2node

CChoreoActor::operator=

0x00b9d2d0 · 231 bytes · __thiscall

_ZN12CChoreoActoraSERKS_

Decompiled

undefined (2 params)

/* CChoreoActor::TEMPNAMEPLACEHOLDERVALUE(CChoreoActor const&) */

CChoreoActor * __thiscall CChoreoActor::operator=(CChoreoActor *this,CChoreoActor *param_1)

{
  CChoreoChannel *pCVar1;
  CChoreoChannel *this_00;
  int iVar2;
  CChoreoChannel *local_20 [4];
  
  this[0x114] = param_1[0x114];
  V_strncpy((char *)this,(char *)param_1,0x80);
  V_strncpy((char *)(this + 0x80),(char *)(param_1 + 0x80),0x80);
  if (0 < *(int *)(param_1 + 0x10c)) {
    iVar2 = 0;
    do {
      pCVar1 = *(CChoreoChannel **)(*(int *)(param_1 + 0x100) + iVar2 * 4);
      this_00 = ::operator_new(0x9c);
                    /* try { // try from 00b9d360 to 00b9d364 has its CatchHandler @ 00b9d3b7 */
      CChoreoChannel::CChoreoChannel(this_00);
      iVar2 = iVar2 + 1;
      CChoreoChannel::SetActor(this_00,this);
      CChoreoChannel::operator=(this_00,pCVar1);
      local_20[0] = this_00;
      CUtlVector<CChoreoChannel*,CUtlMemory<CChoreoChannel*,int>>::InsertBefore
                ((CUtlVector<CChoreoChannel*,CUtlMemory<CChoreoChannel*,int>> *)(this + 0x100),
                 *(int *)(this + 0x10c),local_20);
    } while (iVar2 < *(int *)(param_1 + 0x10c));
  }
  return this;
}

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)