CChoreoScene::choreoprintf
0x00baf2e0 · 197 bytes · __thiscall
_ZN12CChoreoScene12choreoprintfEiPKcz
Decompiled
undefined (3 params)
/* CChoreoScene::choreoprintf(int, char const*, ...) */
void __thiscall CChoreoScene::choreoprintf(CChoreoScene *this,int param_1,char *param_2,...)
{
int iVar1;
int in_GS_OFFSET;
char local_820 [2048];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
V_vsnprintf(local_820,0x800,param_2,&stack0x00000010);
iVar1 = param_1 + -1;
if (0 < param_1) {
do {
if (*(code **)(this + 0x9c) == (code *)0x0) {
printf(" ");
}
else {
(**(code **)(this + 0x9c))();
}
iVar1 = iVar1 + -1;
Msg(&DAT_00c57840);
} while (iVar1 != -1);
}
if (*(code **)(this + 0x9c) == (code *)0x0) {
printf("%s",local_820);
}
else {
(**(code **)(this + 0x9c))(local_820);
}
Msg("%s",local_820);
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.