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 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.