CChoreoEvent::Init
0x00ba4f40 · 384 bytes · __thiscall
_ZN12CChoreoEvent4InitEP12CChoreoScene
Decompiled
undefined (2 params)
/* CChoreoEvent::Init(CChoreoScene*) */
void __thiscall CChoreoEvent::Init(CChoreoEvent *this,CChoreoScene *param_1)
{
*(undefined4 *)(this + 0x16c) = 0x101;
*(int *)(this + 0x138) = s_nGlobalID;
this[4] = (CChoreoEvent)0x0;
s_nGlobalID = s_nGlobalID + 1;
CUtlString::Set((CUtlString *)(this + 8),"");
CUtlString::Set((CUtlString *)(this + 0x18),"");
CUtlString::Set((CUtlString *)(this + 0x28),"");
CUtlString::Set((CUtlString *)(this + 0x38),"");
*(undefined4 *)(this + 0x48) = 0;
this[0x178] = (CChoreoEvent)((byte)this[0x178] & 0xfc);
*(undefined4 *)(this + 0x4c) = 0xbf800000;
*(undefined4 *)(this + 0xb4) = 0;
*(CChoreoScene **)(this + 0x128) = param_1;
*(undefined4 *)(this + 0xb8) = 0;
SetUsingRelativeTag(this,false,(char *)0x0,(char *)0x0);
*(undefined4 *)(this + 0x134) = 0;
this[0x179] = (CChoreoEvent)((byte)this[0x179] & 0xa7);
*(undefined4 *)(this + 0x120) = 0;
*(undefined4 *)(this + 0x124) = 0;
*(undefined4 *)(this + 0x50) = 0;
this[0x178] = (CChoreoEvent)((byte)this[0x178] & 199);
*(undefined4 *)(this + 0x130) = 0;
*(undefined4 *)(this + 300) = 0;
*(undefined4 *)(this + 0x54) = 0xffffffff;
*(undefined4 *)(this + 0x58) = 0;
CUtlString::Set((CUtlString *)(this + 0x13c),"");
this[5] = (CChoreoEvent)0x0;
this[0x178] = (CChoreoEvent)((byte)this[0x178] & 0x7f);
*(undefined4 *)(this + 0x14c) = 0;
*(undefined4 *)(this + 0x150) = 0;
*(undefined4 *)(this + 0x154) = 0;
this[0x179] = (CChoreoEvent)((byte)this[0x179] & 0xf8 | 0x20);
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.