L L4D2node

CChoreoScene::FileSaveActor

0x00bb17c0 · 273 bytes · __thiscall

_ZN12CChoreoScene13FileSaveActorER10CUtlBufferiP12CChoreoActor.part.8

Decompiled

undefined (4 params)

/* CChoreoScene::FileSaveActor(CUtlBuffer&, int, CChoreoActor*) [clone .part.8] */

void __thiscall
CChoreoScene::FileSaveActor
          (CChoreoScene *this,CUtlBuffer *param_1,int param_2,CChoreoActor *param_3)

{
  char cVar1;
  CChoreoScene *in_EAX;
  CChoreoChannel *pCVar2;
  CChoreoChannel *pCVar3;
  int iVar4;
  char *pcVar5;
  int in_ECX;
  CUtlBuffer *in_EDX;
  int iVar6;
  
  pCVar2 = (CChoreoChannel *)CChoreoActor::GetName((CChoreoActor *)this);
  FilePrintf(in_EDX,in_ECX,"actor \"%s\"\n",pCVar2);
  iVar6 = 0;
  FilePrintf(in_EDX,in_ECX,"{\n");
  while( true ) {
    iVar4 = CChoreoActor::GetNumChannels((CChoreoActor *)this);
    if (iVar4 <= iVar6) break;
    pCVar3 = (CChoreoChannel *)CChoreoActor::GetChannel((CChoreoActor *)this,iVar6);
    if (pCVar3 != (CChoreoChannel *)0x0) {
      FileSaveChannel(in_EAX,in_EDX,in_ECX + 1,pCVar3);
      pCVar2 = pCVar3;
    }
    iVar6 = iVar6 + 1;
  }
  pcVar5 = (char *)CChoreoActor::GetFacePoserModelName((CChoreoActor *)this);
  iVar6 = _V_strlen(pcVar5);
  if (0 < iVar6) {
    pCVar2 = (CChoreoChannel *)CChoreoActor::GetFacePoserModelName((CChoreoActor *)this);
    FilePrintf(in_EDX,in_ECX + 1,"faceposermodel \"%s\"\n",pCVar2);
  }
  cVar1 = CChoreoActor::GetActive((CChoreoActor *)this);
  if (cVar1 == '\0') {
    FilePrintf(in_EDX,in_ECX + 1,"active \"0\"\n",pCVar2);
  }
  FilePrintf(in_EDX,in_ECX,"}\n\n",pCVar2);
  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)