CChoreoEvent::StartProcessing
0x00ba5390 · 48 bytes · __cdecl
_ZN12CChoreoEvent15StartProcessingEP20IChoreoEventCallbackP12CChoreoScenef
Decompiled
undefined (3 params)
/* CChoreoEvent::StartProcessing(IChoreoEventCallback*, CChoreoScene*, float) */
void CChoreoEvent::StartProcessing
(IChoreoEventCallback *param_1,CChoreoScene *param_2,float param_3)
{
IChoreoEventCallback *pIStack00000010;
param_1[0x178] = (IChoreoEventCallback)((byte)param_1[0x178] | 0x10);
if (param_2 != (CChoreoScene *)0x0) {
pIStack00000010 = param_1;
/* WARNING: Could not recover jumptable at 0x00ba53bb. Too many branches */
/* WARNING: Treating indirect jump as call */
(*(code *)**(undefined4 **)param_2)();
return;
}
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.