L L4D2node

CChoreoScene::ParseSnap

0x00bafd50 · 93 bytes · __thiscall

_ZN12CChoreoScene9ParseSnapEv

Decompiled

undefined (1 param)

/* CChoreoScene::ParseSnap() */

void __thiscall CChoreoScene::ParseSnap(CChoreoScene *this)

{
  char *pcVar1;
  int iVar2;
  
  (**(code **)(**(int **)(this + 0xa4) + 4))(*(int **)(this + 0xa4),1);
  pcVar1 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
  iVar2 = _V_stricmp(pcVar1,"on");
  this[0x20c] = (CChoreoScene)((byte)this[0x20c] & 0xf7 | (iVar2 == 0) << 3);
  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)