L L4D2node

CChoreoEvent::SnapTime

0x00ba5590 · 43 bytes · __thiscall

_ZN12CChoreoEvent8SnapTimeEf

Decompiled

undefined (2 params)

/* CChoreoEvent::SnapTime(float) */

longdouble __thiscall CChoreoEvent::SnapTime(CChoreoEvent *this,float param_1)

{
  longdouble lVar1;
  
  if (*(CChoreoScene **)(this + 0x128) != (CChoreoScene *)0x0) {
    lVar1 = (longdouble)CChoreoScene::SnapTime(*(CChoreoScene **)(this + 0x128),param_1);
    return lVar1;
  }
  return (longdouble)param_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)