L L4D2node

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 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)