L L4D2node

CChoreoScene::Print

0x00baf980 · 132 bytes · __thiscall

_ZN12CChoreoScene5PrintEv

Decompiled

undefined (1 param)

/* CChoreoScene::Print() */

void __thiscall CChoreoScene::Print(CChoreoScene *this)

{
  CChoreoEvent *this_00;
  CChoreoActor *pCVar1;
  int iVar2;
  int iVar3;
  
  if (0 < *(int *)(this + 0x10)) {
    iVar3 = 0;
    do {
      this_00 = *(CChoreoEvent **)(*(int *)(this + 4) + iVar3 * 4);
      iVar2 = CChoreoEvent::GetActor(this_00);
      if (iVar2 == 0) {
        PrintEvent(this,0,this_00);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x10));
  }
  if (0 < *(int *)(this + 0x24)) {
    iVar3 = 0;
    do {
      pCVar1 = *(CChoreoActor **)(*(int *)(this + 0x18) + iVar3 * 4);
      if (pCVar1 != (CChoreoActor *)0x0) {
        PrintActor(this,0,pCVar1);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x24));
  }
  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)