CChoreoEvent::GetEventDependencies
0x00bad3e0 · 76 bytes · __thiscall
_ZN12CChoreoEvent20GetEventDependenciesER10CUtlVectorIPS_10CUtlMemoryIS1_iEE
Decompiled
undefined (2 params)
/* CChoreoEvent::GetEventDependencies(CUtlVector<CChoreoEvent*, CUtlMemory<CChoreoEvent*, int> >&)
*/
void __thiscall CChoreoEvent::GetEventDependencies(CChoreoEvent *this,CUtlVector *param_1)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
iVar2 = *(int *)(this + 0x164);
if (0 < iVar2) {
do {
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>>::InsertBefore
((CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>> *)param_1,
*(int *)(param_1 + 0xc),(CChoreoEvent **)(*(int *)(this + 0x158) + iVar1));
} while (iVar3 != iVar2);
}
return;
}
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.