CChoreoScene::PrintActor
0x00baf8d0 · 166 bytes · __thiscall
_ZN12CChoreoScene10PrintActorEiP12CChoreoActor
Decompiled
undefined (3 params)
/* CChoreoScene::PrintActor(int, CChoreoActor*) */
void __thiscall CChoreoScene::PrintActor(CChoreoScene *this,int param_1,CChoreoActor *param_2)
{
undefined4 uVar1;
CChoreoChannel *pCVar2;
int iVar3;
int iVar4;
uVar1 = CChoreoActor::GetName(param_2);
choreoprintf(this,param_1,"actor \"%s\"\n",uVar1);
iVar4 = 0;
choreoprintf(this,param_1,"{\n");
while( true ) {
iVar3 = CChoreoActor::GetNumChannels(param_2);
if (iVar3 <= iVar4) break;
pCVar2 = (CChoreoChannel *)CChoreoActor::GetChannel(param_2,iVar4);
if (pCVar2 != (CChoreoChannel *)0x0) {
PrintChannel(this,param_1 + 1,pCVar2);
}
iVar4 = iVar4 + 1;
}
choreoprintf(this,param_1,"}\n\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.