CChoreoEvent::AddTrack
0x00baa6b0 · 93 bytes · __thiscall
_ZN12CChoreoEvent8AddTrackEPKc
Decompiled
undefined (2 params)
/* CChoreoEvent::AddTrack(char const*) */
CFlexAnimationTrack * __thiscall CChoreoEvent::AddTrack(CChoreoEvent *this,char *param_1)
{
CFlexAnimationTrack *this_00;
CFlexAnimationTrack *local_10;
this_00 = ::operator_new(0x60);
CFlexAnimationTrack::CFlexAnimationTrack(this_00,this);
local_10 = this_00;
CFlexAnimationTrack::SetFlexControllerName(this_00,param_1);
CUtlVector<CFlexAnimationTrack*,CUtlMemory<CFlexAnimationTrack*,int>>::InsertBefore
((CUtlVector<CFlexAnimationTrack*,CUtlMemory<CFlexAnimationTrack*,int>> *)(this + 0x10c)
,*(int *)(this + 0x118),&local_10);
return local_10;
}
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.