CChoreoEvent::GetMovementStyle
0x00ba6940 · 87 bytes · __thiscall
_ZN12CChoreoEvent16GetMovementStyleEPci
Decompiled
undefined (3 params)
/* CChoreoEvent::GetMovementStyle(char*, int) */
void __thiscall CChoreoEvent::GetMovementStyle(CChoreoEvent *this,char *param_1,int param_2)
{
byte *pbVar1;
byte bVar2;
byte *pbVar3;
byte *pbVar4;
*param_1 = '\0';
pbVar1 = (byte *)CUtlString::Get((CUtlString *)(this + 0x28));
bVar2 = *pbVar1;
pbVar3 = (byte *)param_1;
if (((bVar2 & 0xdf) != 0) && (pbVar4 = (byte *)param_1, 0 < param_2 + -1)) {
do {
pbVar3 = pbVar4 + 1;
pbVar1 = pbVar1 + 1;
*pbVar4 = bVar2;
bVar2 = *pbVar1;
if ((bVar2 & 0xdf) == 0) break;
pbVar4 = pbVar3;
} while ((int)pbVar3 - (int)param_1 < param_2 + -1);
}
*pbVar3 = 0;
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.