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 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.