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 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.