L L4D2node

CChoreoScene::PrintEvent

0x00baf6c0 · 333 bytes · __thiscall

_ZN12CChoreoScene10PrintEventEiP12CChoreoEvent

Decompiled

undefined (3 params)

/* CChoreoScene::PrintEvent(int, CChoreoEvent*) */

void __thiscall CChoreoScene::PrintEvent(CChoreoScene *this,int param_1,CChoreoEvent *param_2)

{
  int iVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  char *pcVar4;
  longdouble lVar5;
  longdouble lVar6;
  
  uVar2 = CChoreoEvent::GetName(param_2);
  uVar3 = CChoreoEvent::GetType(param_2);
  uVar3 = CChoreoEvent::NameForType(uVar3);
  choreoprintf(this,param_1,"event %s \"%s\"\n",uVar3,uVar2);
  choreoprintf(this,param_1,"{\n");
  lVar5 = (longdouble)CChoreoEvent::GetEndTime(param_2);
  lVar6 = (longdouble)CChoreoEvent::GetStartTime(param_2);
  iVar1 = param_1 + 1;
  choreoprintf(this,iVar1,"time %f %f\n",(double)(float)lVar6,(double)(float)lVar5);
  uVar2 = CChoreoEvent::GetParameters(param_2);
  choreoprintf(this,iVar1,"param \"%s\"\n",uVar2);
  pcVar4 = (char *)CChoreoEvent::GetParameters2(param_2);
  if (*pcVar4 != '\0') {
    uVar2 = CChoreoEvent::GetParameters2(param_2);
    choreoprintf(this,iVar1,"param2 \"%s\"\n",uVar2);
  }
  pcVar4 = (char *)CChoreoEvent::GetParameters3(param_2);
  if (*pcVar4 != '\0') {
    uVar2 = CChoreoEvent::GetParameters3(param_2);
    choreoprintf(this,iVar1,"param3 \"%s\"\n",uVar2);
  }
  choreoprintf(this,param_1,"}\n");
  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)