L L4D2node

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 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)