L L4D2node

CEventRelativeTag::CEventRelativeTag

0x00ba9070 · 57 bytes · __thiscall

_ZN17CEventRelativeTagC2EP12CChoreoEventPKcf

Decompiled

undefined (4 params)

/* CEventRelativeTag::CEventRelativeTag(CChoreoEvent*, char const*, float) */

void __thiscall
CEventRelativeTag::CEventRelativeTag
          (CEventRelativeTag *this,CChoreoEvent *param_1,char *param_2,float param_3)

{
  CUtlString::CUtlString((CUtlString *)this);
                    /* try { // try from 00ba908d to 00ba9091 has its CatchHandler @ 00ba90a9 */
  CUtlString::operator=((CUtlString *)this,param_2);
  *(float *)(this + 0x10) = param_3;
  *(CChoreoEvent **)(this + 0x14) = param_1;
  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)