L L4D2node

CChoreoScene::PrintChannel

0x00baf820 · 166 bytes · __thiscall

_ZN12CChoreoScene12PrintChannelEiP14CChoreoChannel

Decompiled

undefined (3 params)

/* CChoreoScene::PrintChannel(int, CChoreoChannel*) */

void __thiscall CChoreoScene::PrintChannel(CChoreoScene *this,int param_1,CChoreoChannel *param_2)

{
  undefined4 uVar1;
  CChoreoEvent *pCVar2;
  int iVar3;
  int iVar4;
  
  uVar1 = CChoreoChannel::GetName(param_2);
  choreoprintf(this,param_1,"channel \"%s\"\n",uVar1);
  iVar4 = 0;
  choreoprintf(this,param_1,"{\n");
  while( true ) {
    iVar3 = CChoreoChannel::GetNumEvents(param_2);
    if (iVar3 <= iVar4) break;
    pCVar2 = (CChoreoEvent *)CChoreoChannel::GetEvent(param_2,iVar4);
    if (pCVar2 != (CChoreoEvent *)0x0) {
      PrintEvent(this,param_1 + 1,pCVar2);
    }
    iVar4 = iVar4 + 1;
  }
  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)