L L4D2node

CChoreoScene::CheckEventCompletion

0x00bb1a40 · 100 bytes · __thiscall

_ZN12CChoreoScene20CheckEventCompletionEv

Decompiled

undefined (1 param)

/* CChoreoScene::CheckEventCompletion() */

undefined4 __thiscall CChoreoScene::CheckEventCompletion(CChoreoScene *this)

{
  int iVar1;
  undefined4 uVar2;
  int iVar3;
  
  if (*(int *)(this + 0x60) < 1) {
    uVar2 = 1;
  }
  else {
    iVar3 = 0;
    uVar2 = 1;
    do {
      while (iVar1 = iVar3 * 4, (char)uVar2 != '\0') {
        iVar3 = iVar3 + 1;
        uVar2 = CChoreoEvent::CheckProcessing
                          (*(IChoreoEventCallback **)(*(int *)(this + 0x54) + iVar1),
                           *(CChoreoScene **)(this + 0xa0),(float)this);
        if (*(int *)(this + 0x60) <= iVar3) {
          return uVar2;
        }
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x60));
  }
  return uVar2;
}

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)