L L4D2node

CChoreoScene::InternalDetermineEventTypes

0x00bafe60 · 252 bytes · __thiscall

_ZN12CChoreoScene27InternalDetermineEventTypesEv

Decompiled

undefined (1 param)

/* CChoreoScene::InternalDetermineEventTypes() */

void __thiscall CChoreoScene::InternalDetermineEventTypes(CChoreoScene *this)

{
  CChoreoActor *this_00;
  int iVar1;
  CChoreoChannel *this_01;
  CChoreoEvent *this_02;
  int iVar2;
  CChoreoScene *pCVar3;
  int local_2c;
  int local_24;
  
  pCVar3 = this + 0x208;
  if (pCVar3 != (CChoreoScene *)0x0) {
    *(undefined4 *)(this + 0x208) = 0;
  }
  local_2c = 0;
  if (0 < *(int *)(this + 0x24)) {
    do {
      this_00 = *(CChoreoActor **)(*(int *)(this + 0x18) + local_2c * 4);
      if (this_00 != (CChoreoActor *)0x0) {
        local_24 = 0;
        iVar1 = CChoreoActor::GetNumChannels(this_00);
        if (0 < iVar1) {
          do {
            this_01 = (CChoreoChannel *)CChoreoActor::GetChannel(this_00,local_24);
            if (this_01 != (CChoreoChannel *)0x0) {
              for (iVar1 = 0; iVar2 = CChoreoChannel::GetNumEvents(this_01), iVar1 < iVar2;
                  iVar1 = iVar1 + 1) {
                this_02 = (CChoreoEvent *)CChoreoChannel::GetEvent(this_01,iVar1);
                if (this_02 != (CChoreoEvent *)0x0) {
                  iVar2 = CChoreoEvent::GetType(this_02);
                  *(uint *)(pCVar3 + (iVar2 >> 5) * 4) =
                       *(uint *)(pCVar3 + (iVar2 >> 5) * 4) | 1 << ((byte)iVar2 & 0x1f);
                }
              }
            }
            local_24 = local_24 + 1;
            iVar1 = CChoreoActor::GetNumChannels(this_00);
          } while (local_24 < iVar1);
        }
      }
      local_2c = local_2c + 1;
    } while (local_2c < *(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)