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 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.