L L4D2node

CEventAbsoluteTag::CEventAbsoluteTag

0x00ba9180 · 61 bytes · __thiscall

_ZN17CEventAbsoluteTagC1EP12CChoreoEventPKcf

Decompiled

undefined (4 params)

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

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

{
  CUtlString::CUtlString((CUtlString *)this);
                    /* try { // try from 00ba919d to 00ba91a1 has its CatchHandler @ 00ba91bd */
  CUtlString::operator=((CUtlString *)this,param_2);
  this[0x14] = (CEventAbsoluteTag)((byte)this[0x14] & 0xf0);
  *(CChoreoEvent **)(this + 0x18) = param_1;
  *(float *)(this + 0x10) = param_3;
  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)