L L4D2node

CChoreoEvent::ClearAllAbsoluteTags

0x00bacbf0 · 56 bytes · __thiscall

_ZN12CChoreoEvent20ClearAllAbsoluteTagsENS_10AbsTagTypeE

Decompiled

undefined (2 params)

/* CChoreoEvent::ClearAllAbsoluteTags(CChoreoEvent::AbsTagType) */

void __thiscall CChoreoEvent::ClearAllAbsoluteTags(CChoreoEvent *this,int param_2)

{
  param_2 = param_2 * 0x14;
  CUtlVector<CEventAbsoluteTag,CUtlMemory<CEventAbsoluteTag,int>>::RemoveAll
            ((CUtlVector<CEventAbsoluteTag,CUtlMemory<CEventAbsoluteTag,int>> *)
             (this + param_2 + 0xe4));
  CUtlMemory<CEventAbsoluteTag,int>::Purge
            ((CUtlMemory<CEventAbsoluteTag,int> *)(this + param_2 + 0xe4));
  *(undefined4 *)(this + param_2 + 0xf4) = *(undefined4 *)(this + param_2 + 0xe4);
  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)