L L4D2node

CChoreoScene::FileSaveChannel

0x00bb16b0 · 231 bytes · __thiscall

_ZN12CChoreoScene15FileSaveChannelER10CUtlBufferiP14CChoreoChannel

Decompiled

undefined (4 params)

/* CChoreoScene::FileSaveChannel(CUtlBuffer&, int, CChoreoChannel*) */

void __thiscall
CChoreoScene::FileSaveChannel
          (CChoreoScene *this,CUtlBuffer *param_1,int param_2,CChoreoChannel *param_3)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  CChoreoEvent *pCVar4;
  int iVar5;
  
  if (param_3[0x99] == (CChoreoChannel)0x0) {
    return;
  }
  uVar2 = CChoreoChannel::GetName(param_3);
  FilePrintf(param_1,param_2,"channel \"%s\"\n",uVar2);
  iVar5 = 0;
  FilePrintf(param_1,param_2,"{\n");
  while( true ) {
    iVar3 = CChoreoChannel::GetNumEvents(param_3);
    if (iVar3 <= iVar5) break;
    pCVar4 = (CChoreoEvent *)CChoreoChannel::GetEvent(param_3,iVar5);
    if ((pCVar4 != (CChoreoEvent *)0x0) && (((byte)pCVar4[0x178] & 0x40) != 0)) {
      FileSaveEvent(param_1,param_2 + 1,pCVar4);
    }
    iVar5 = iVar5 + 1;
  }
  cVar1 = CChoreoChannel::GetActive(param_3);
  if (cVar1 == '\0') {
    FilePrintf(param_1,param_2 + 1,"active \"0\"\n");
  }
  FilePrintf(param_1,param_2,"}\n");
  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)