CChoreoScene::SwapActors
0x00bb1f40 · 37 bytes · __thiscall
_ZN12CChoreoScene10SwapActorsEii
Decompiled
undefined (3 params)
/* CChoreoScene::SwapActors(int, int) */
void __thiscall CChoreoScene::SwapActors(CChoreoScene *this,int param_1,int param_2)
{
undefined4 *puVar1;
undefined4 uVar2;
puVar1 = (undefined4 *)(*(int *)(this + 0x18) + param_1 * 4);
uVar2 = *puVar1;
*puVar1 = *(undefined4 *)(*(int *)(this + 0x18) + param_2 * 4);
*(undefined4 *)(*(int *)(this + 0x18) + param_2 * 4) = uVar2;
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.