L L4D2node

CChoreoEvent::AddRelativeTag

0x00baa220 · 84 bytes · __thiscall

_ZN12CChoreoEvent14AddRelativeTagEPKcf

Decompiled

undefined (3 params)

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

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

{
  CEventRelativeTag local_24 [24];
  
  CEventRelativeTag::CEventRelativeTag(local_24,this,param_1,param_2);
                    /* try { // try from 00baa260 to 00baa264 has its CatchHandler @ 00baa274 */
  CUtlVector<CEventRelativeTag,CUtlMemory<CEventRelativeTag,int>>::InsertBefore
            ((CUtlVector<CEventRelativeTag,CUtlMemory<CEventRelativeTag,int>> *)(this + 0xbc),
             *(int *)(this + 200),local_24);
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_24);
  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)