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 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.