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 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.