CChoreoScene::ParseFacePoserModel
0x00bafe10 · 66 bytes · __thiscall
_ZN12CChoreoScene19ParseFacePoserModelEP12CChoreoActor
Decompiled
undefined (2 params)
/* CChoreoScene::ParseFacePoserModel(CChoreoActor*) */
void __thiscall CChoreoScene::ParseFacePoserModel(CChoreoScene *this,CChoreoActor *param_1)
{
char *pcVar1;
(**(code **)(**(int **)(this + 0xa4) + 4))(*(int **)(this + 0xa4),1);
pcVar1 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
CChoreoActor::SetFacePoserModelName(param_1,pcVar1);
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.