L L4D2node

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 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)