L L4D2node

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 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)