L L4D2node

CChoreoScene::MarkForSaveAll

0x00bb00a0 · 150 bytes · __thiscall

_ZN12CChoreoScene14MarkForSaveAllEb

Decompiled

undefined (2 params)

/* CChoreoScene::MarkForSaveAll(bool) */

void __thiscall CChoreoScene::MarkForSaveAll(CChoreoScene *this,bool param_1)

{
  CChoreoEvent *this_00;
  CChoreoActor *this_01;
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      while( true ) {
        this_00 = *(CChoreoEvent **)(*(int *)(this + 4) + iVar2 * 4);
        iVar1 = CChoreoEvent::GetActor(this_00);
        if (iVar1 != 0) break;
        iVar2 = iVar2 + 1;
        this_00[0x178] = (CChoreoEvent)((byte)this_00[0x178] & 0xbf | param_1 << 6);
        if (*(int *)(this + 0x10) <= iVar2) goto LAB_00bb0108;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x10));
  }
LAB_00bb0108:
  if (0 < *(int *)(this + 0x24)) {
    iVar2 = 0;
    do {
      this_01 = *(CChoreoActor **)(*(int *)(this + 0x18) + iVar2 * 4);
      if (this_01 != (CChoreoActor *)0x0) {
        CChoreoActor::MarkForSaveAll(this_01,param_1);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(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)