CChoreoScene::ParseEdgeInfo
0x00bafbb0 · 135 bytes · __cdecl
_ZN12CChoreoScene13ParseEdgeInfoEP20ISceneTokenProcessorP10EdgeInfo_t
Decompiled
undefined (2 params)
/* CChoreoScene::ParseEdgeInfo(ISceneTokenProcessor*, EdgeInfo_t*) */
void CChoreoScene::ParseEdgeInfo(ISceneTokenProcessor *param_1,EdgeInfo_t *param_2)
{
undefined2 uVar1;
char *pcVar2;
double dVar3;
(**(code **)(*(int *)param_1 + 4))(param_1,0);
*param_2 = (EdgeInfo_t)0x1;
pcVar2 = (char *)(*(code *)**(undefined4 **)param_1)(param_1);
uVar1 = Interpolator_CurveTypeForName(pcVar2);
*(undefined2 *)(param_2 + 1) = uVar1;
(**(code **)(*(int *)param_1 + 4))(param_1,0);
pcVar2 = (char *)(*(code *)**(undefined4 **)param_1)(param_1);
dVar3 = strtod(pcVar2,(char **)0x0);
*(float *)(param_2 + 3) = (float)dVar3;
/* WARNING: Could not recover jumptable at 0x00bafc35. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_1 + 4))();
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.