L L4D2node

CChoreoScene::FileSaveActor

0x00bb18e0 · 38 bytes · __thiscall

_ZN12CChoreoScene13FileSaveActorER10CUtlBufferiP12CChoreoActor

Decompiled

undefined (4 params)

/* CChoreoScene::FileSaveActor(CUtlBuffer&, int, CChoreoActor*) */

undefined8 __thiscall
CChoreoScene::FileSaveActor
          (CChoreoScene *this,CUtlBuffer *param_1,int param_2,CChoreoActor *param_3)

{
  undefined8 uVar1;
  
  if (param_3[0x115] == (CChoreoActor)0x0) {
    return CONCAT44(param_1,this);
  }
  uVar1 = FileSaveActor((CChoreoScene *)param_3,param_1,param_2,param_3);
  return uVar1;
}

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)