CChoreoScene::FindTargetingEvent
0x00bb1fc0 · 270 bytes · __thiscall
_ZN12CChoreoScene18FindTargetingEventEPKcS1_
Decompiled
undefined (3 params)
/* CChoreoScene::FindTargetingEvent(char const*, char const*) */
CChoreoEvent * __thiscall
CChoreoScene::FindTargetingEvent(CChoreoScene *this,char *param_1,char *param_2)
{
CChoreoActor *this_00;
char cVar1;
int iVar2;
CChoreoChannel *this_01;
int iVar3;
CChoreoEvent *this_02;
char *pcVar4;
int local_28;
int local_20;
local_28 = 0;
if (0 < *(int *)(this + 0x24)) {
do {
this_00 = *(CChoreoActor **)(*(int *)(this + 0x18) + local_28 * 4);
if (this_00 != (CChoreoActor *)0x0) {
local_20 = 0;
iVar2 = CChoreoActor::GetNumChannels(this_00);
if (0 < iVar2) {
do {
this_01 = (CChoreoChannel *)CChoreoActor::GetChannel(this_00,local_20);
if (this_01 != (CChoreoChannel *)0x0) {
iVar2 = 0;
while( true ) {
iVar3 = CChoreoChannel::GetNumEvents(this_01);
if (iVar3 <= iVar2) break;
this_02 = (CChoreoEvent *)CChoreoChannel::GetEvent(this_01,iVar2);
if (this_02 != (CChoreoEvent *)0x0) {
cVar1 = CChoreoEvent::IsUsingRelativeTag(this_02);
if (cVar1 != '\0') {
pcVar4 = (char *)CChoreoEvent::GetRelativeWavName(this_02);
iVar3 = _V_stricmp(param_1,pcVar4);
if (iVar3 == 0) {
pcVar4 = (char *)CChoreoEvent::GetRelativeTagName(this_02);
iVar3 = _V_stricmp(param_2,pcVar4);
if (iVar3 == 0) {
return this_02;
}
}
}
}
iVar2 = iVar2 + 1;
}
}
local_20 = local_20 + 1;
iVar2 = CChoreoActor::GetNumChannels(this_00);
} while (local_20 < iVar2);
}
}
local_28 = local_28 + 1;
} while (local_28 < *(int *)(this + 0x24));
}
return (CChoreoEvent *)0x0;
}
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.