L L4D2node

CChoreoScene::Init

0x00baf3c0 · 171 bytes · __thiscall

_ZN12CChoreoScene4InitEP20IChoreoEventCallback

Decompiled

undefined (2 params)

/* CChoreoScene::Init(IChoreoEventCallback*) */

void __thiscall CChoreoScene::Init(CChoreoScene *this,IChoreoEventCallback *param_1)

{
  *(undefined4 *)(this + 0x214) = 0;
  *(IChoreoEventCallback **)(this + 0xa0) = param_1;
  *(undefined4 *)(this + 0xa4) = 0;
  this[0xa8] = (CChoreoScene)0x0;
  *(undefined4 *)(this + 0x7c) = 0;
  *(undefined4 *)(this + 0x80) = 0;
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined4 *)(this + 0x94) = 0;
  *(undefined4 *)(this + 0x9c) = 0;
  *(undefined4 *)(this + 0x98) = 0;
  *(undefined4 *)(this + 0x88) = 0;
  *(undefined4 *)(this + 0x8c) = 0;
  *(undefined4 *)(this + 0x90) = 0;
  *(undefined4 *)(this + 0x128) = 0x3c;
  this[0x188] = (CChoreoScene)0x0;
  *(undefined4 *)(this + 0x208) = 0;
  *(undefined4 *)(this + 0x210) = 0xffffffff;
  this[0x20c] = (CChoreoScene)((byte)this[0x20c] & 0xf0);
  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)