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 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.