CChoreoScene::FileSaveScaleSettings
0x00bb0520 · 189 bytes · __cdecl
_ZN12CChoreoScene21FileSaveScaleSettingsER10CUtlBufferiPS_
Decompiled
undefined (3 params)
/* CChoreoScene::FileSaveScaleSettings(CUtlBuffer&, int, CChoreoScene*) */
void CChoreoScene::FileSaveScaleSettings(CUtlBuffer *param_1,int param_2,CChoreoScene *param_3)
{
int iVar1;
int iVar2;
int iVar3;
iVar1 = *(int *)(param_3 + 0x178);
if (0 < iVar1) {
FilePrintf(param_1,param_2,"scalesettings\n");
FilePrintf(param_1,param_2,"{\n");
iVar2 = 0;
do {
iVar3 = iVar2 + 1;
iVar2 = *(int *)(param_3 + 0x168) + iVar2 * 0x18;
FilePrintf(param_1,param_2 + 1,"\"%s\" \"%i\"\n",*(undefined4 *)(iVar2 + 0x10),
*(undefined4 *)(iVar2 + 0x14));
iVar2 = iVar3;
} while (iVar3 != iVar1);
FilePrintf(param_1,param_2,"}\n");
return;
}
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.