L L4D2node

CChoreoEvent::StopProcessing

0x00ba5410 · 60 bytes · __thiscall

_ZN12CChoreoEvent14StopProcessingEP20IChoreoEventCallbackP12CChoreoScenef

Decompiled

undefined (4 params)

/* CChoreoEvent::StopProcessing(IChoreoEventCallback*, CChoreoScene*, float) */

void __thiscall
CChoreoEvent::StopProcessing
          (CChoreoEvent *this,IChoreoEventCallback *param_1,CChoreoScene *param_2,float param_3)

{
  if (param_1 != (IChoreoEventCallback *)0x0) {
    (**(code **)(*(int *)param_1 + 4))(param_1,param_3,param_2,this);
  }
  this[0x178] = (CChoreoEvent)((byte)this[0x178] & 0xef);
  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)