L L4D2node

CChoreoEvent::SetParameters3

0x00ba46b0 · 141 bytes · __thiscall

_ZN12CChoreoEvent14SetParameters3EPKc

Decompiled

undefined (2 params)

/* CChoreoEvent::SetParameters3(char const*) */

void __thiscall CChoreoEvent::SetParameters3(CChoreoEvent *this,char *param_1)

{
  int iVar1;
  int in_GS_OFFSET;
  char acStack_421 [1025];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = _V_strlen(param_1);
  CUtlString::operator=((CUtlString *)(this + 0x38),param_1);
  if ((0 < iVar1) && (param_1[iVar1 + -1] == ' ')) {
    V_strncpy(acStack_421 + 1,param_1,0x400);
    acStack_421[iVar1] = '\0';
    CUtlString::Set((CUtlString *)(this + 0x38),acStack_421 + 1);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)