L L4D2node

CChoreoEvent::CheckProcessing

0x00ba5450 · 47 bytes · __cdecl

_ZN12CChoreoEvent15CheckProcessingEP20IChoreoEventCallbackP12CChoreoScenef

Decompiled

undefined (3 params)

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

undefined4
CChoreoEvent::CheckProcessing(IChoreoEventCallback *param_1,CChoreoScene *param_2,float param_3)

{
  undefined4 uVar1;
  IChoreoEventCallback *pIStack00000010;
  
  if (param_2 != (CChoreoScene *)0x0) {
    pIStack00000010 = param_1;
                    /* WARNING: Could not recover jumptable at 0x00ba5475. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(*(int *)param_2 + 0xc))();
    return uVar1;
  }
  return 1;
}

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)