L L4D2node

CChoreoEvent::OnEndTimeChanged

0x00ba9f90 · 84 bytes · __thiscall

_ZN12CChoreoEvent16OnEndTimeChangedEv

Decompiled

undefined (1 param)

/* CChoreoEvent::OnEndTimeChanged() */

void __thiscall CChoreoEvent::OnEndTimeChanged(CChoreoEvent *this)

{
  int iVar1;
  CFlexAnimationTrack *this_00;
  int iVar2;
  
  iVar2 = 0;
  iVar1 = *(int *)(this + 0x118);
  if (0 < iVar1) {
    do {
      if ((iVar2 < *(int *)(this + 0x118)) &&
         (this_00 = *(CFlexAnimationTrack **)(*(int *)(this + 0x10c) + iVar2 * 4),
         this_00 != (CFlexAnimationTrack *)0x0)) {
        CFlexAnimationTrack::Resort(this_00,0);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != iVar1);
  }
  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)