CChoreoScene::FileSaveSceneRamp
0x00bb04f0 · 46 bytes · __thiscall
_ZN12CChoreoScene17FileSaveSceneRampER10CUtlBufferi
Decompiled
undefined (3 params)
/* CChoreoScene::FileSaveSceneRamp(CUtlBuffer&, int) */
void __thiscall CChoreoScene::FileSaveSceneRamp(CChoreoScene *this,CUtlBuffer *param_1,int param_2)
{
CCurveData::FileSave((CCurveData *)(this + 300),param_1,param_2,"scene_ramp");
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.