CChoreoChannel::operator=
0x00b9ded0 · 243 bytes · __thiscall
_ZN14CChoreoChannelaSERKS_
Decompiled
undefined (2 params)
/* CChoreoChannel::TEMPNAMEPLACEHOLDERVALUE(CChoreoChannel const&) */
CChoreoChannel * __thiscall CChoreoChannel::operator=(CChoreoChannel *this,CChoreoChannel *param_1)
{
CChoreoEvent *this_00;
CChoreoScene *pCVar1;
CChoreoEvent *this_01;
int iVar2;
CChoreoEvent *local_20 [4];
iVar2 = 0;
this[0x98] = param_1[0x98];
V_strncpy((char *)(this + 4),(char *)(param_1 + 4),0x80);
if (0 < *(int *)(param_1 + 0x90)) {
do {
this_00 = *(CChoreoEvent **)(*(int *)(param_1 + 0x84) + iVar2 * 4);
pCVar1 = (CChoreoScene *)CChoreoEvent::GetScene(this_00);
this_01 = ::operator_new(0x17c);
/* try { // try from 00b9df5a to 00b9df5e has its CatchHandler @ 00b9dfc3 */
CChoreoEvent::CChoreoEvent(this_01,pCVar1);
iVar2 = iVar2 + 1;
CChoreoEvent::operator=(this_01,this_00);
local_20[0] = this_01;
CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>>::InsertBefore
((CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>> *)(this + 0x84),
*(int *)(this + 0x90),local_20);
CChoreoEvent::SetChannel(this_01,this);
CChoreoEvent::SetActor(this_01,*(CChoreoActor **)this);
} while (iVar2 < *(int *)(param_1 + 0x90));
}
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.