L L4D2node

CChoreoEvent::SetSubScene

0x00ba4aa0 · 17 bytes · __thiscall

_ZN12CChoreoEvent11SetSubSceneEP12CChoreoScene

Decompiled

undefined (2 params)

/* CChoreoEvent::SetSubScene(CChoreoScene*) */

void __thiscall CChoreoEvent::SetSubScene(CChoreoEvent *this,CChoreoScene *param_1)

{
  *(CChoreoScene **)(this + 0x120) = param_1;
  return;
}

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)