L L4D2node

CChoreoScene::FileSaveFlexAnimations

0x00bb0cd0 · 285 bytes · __cdecl

_ZN12CChoreoScene22FileSaveFlexAnimationsER10CUtlBufferiP12CChoreoEvent

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  CFlexAnimationTrack *pCVar2;
  int iVar3;
  undefined4 uVar4;
  int local_28;
  
  iVar1 = CChoreoEvent::GetNumFlexAnimationTracks(param_3);
  if (0 < iVar1) {
    iVar1 = (**(code **)(*(int *)param_3 + 8))(param_3);
    if (iVar1 == 0) {
      FilePrintf(param_1,param_2 + 1,"flexanimations samples_use_time\n");
    }
    else {
      iVar1 = (**(code **)(*(int *)param_3 + 8))(param_3);
      uVar4 = Interpolator_NameForCurveType(iVar1,false);
      FilePrintf(param_1,param_2 + 1,"flexanimations samples_use_time defaultcurvetype=%s\n",uVar4);
    }
    local_28 = param_2 + 1;
    FilePrintf(param_1,local_28,"{\n");
    iVar1 = 0;
    while( true ) {
      iVar3 = CChoreoEvent::GetNumFlexAnimationTracks(param_3);
      if (iVar3 <= iVar1) break;
      pCVar2 = (CFlexAnimationTrack *)CChoreoEvent::GetFlexAnimationTrack(param_3,iVar1);
      iVar3 = (**(code **)(*(int *)param_3 + 8))(param_3);
      FileSaveFlexAnimationTrack(param_1,param_2,pCVar2,iVar3);
      iVar1 = iVar1 + 1;
    }
    FilePrintf(param_1,local_28,"}\n");
    return;
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)