L L4D2node

CChoreoEvent::SetUsingRelativeTag

0x00ba4ea0 · 145 bytes · __thiscall

_ZN12CChoreoEvent19SetUsingRelativeTagEbPKcS1_

Decompiled

undefined (4 params)

/* CChoreoEvent::SetUsingRelativeTag(bool, char const*, char const*) */

void __thiscall
CChoreoEvent::SetUsingRelativeTag(CChoreoEvent *this,bool param_1,char *param_2,char *param_3)

{
  this[0x178] = (CChoreoEvent)((byte)this[0x178] & 0xfb | param_1 << 2);
  if (param_2 == (char *)0x0) {
    CUtlString::Set((CUtlString *)(this + 0x94),"");
  }
  else {
    CUtlString::operator=((CUtlString *)(this + 0x94),param_2);
  }
  if (param_3 != (char *)0x0) {
    CUtlString::operator=((CUtlString *)(this + 0xa4),param_3);
    return;
  }
  CUtlString::Set((CUtlString *)(this + 0xa4),"");
  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)