L L4D2node

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 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)