L L4D2node

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 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)