L L4D2node

CChoreoScene::FileSaveRamp

0x00bb04c0 · 44 bytes · __cdecl

_ZN12CChoreoScene12FileSaveRampER10CUtlBufferiP12CChoreoEvent

Decompiled

undefined (3 params)

/* CChoreoScene::FileSaveRamp(CUtlBuffer&, int, CChoreoEvent*) */

void CChoreoScene::FileSaveRamp(CUtlBuffer *param_1,int param_2,CChoreoEvent *param_3)

{
  CCurveData::FileSave((CCurveData *)(param_3 + 0x5c),param_1,param_2,"event_ramp");
  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)