L L4D2node

CChoreoScene::ReconcileTags

0x00bb21f0 · 442 bytes · __thiscall

_ZN12CChoreoScene13ReconcileTagsEv

Decompiled

undefined (1 param)

/* CChoreoScene::ReconcileTags() */

void __thiscall CChoreoScene::ReconcileTags(CChoreoScene *this)

{
  CChoreoActor *this_00;
  char cVar1;
  int iVar2;
  CChoreoChannel *this_01;
  int iVar3;
  CChoreoEvent *this_02;
  char *pcVar4;
  char *pcVar5;
  CEventRelativeTag *this_03;
  undefined4 uVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  longdouble lVar9;
  longdouble lVar10;
  int local_30;
  int local_24;
  
  local_30 = 0;
  if (0 < *(int *)(this + 0x24)) {
    do {
      this_00 = *(CChoreoActor **)(*(int *)(this + 0x18) + local_30 * 4);
      if (this_00 != (CChoreoActor *)0x0) {
        local_24 = 0;
        iVar2 = CChoreoActor::GetNumChannels(this_00);
        if (0 < iVar2) {
          do {
            this_01 = (CChoreoChannel *)CChoreoActor::GetChannel(this_00,local_24);
            if (this_01 != (CChoreoChannel *)0x0) {
              for (iVar2 = 0; iVar3 = CChoreoChannel::GetNumEvents(this_01), iVar2 < iVar3;
                  iVar2 = iVar2 + 1) {
                this_02 = (CChoreoEvent *)CChoreoChannel::GetEvent(this_01,iVar2);
                if ((this_02 != (CChoreoEvent *)0x0) &&
                   (cVar1 = CChoreoEvent::IsUsingRelativeTag(this_02), cVar1 != '\0')) {
                  pcVar4 = (char *)CChoreoEvent::GetRelativeTagName(this_02);
                  pcVar5 = (char *)CChoreoEvent::GetRelativeWavName(this_02);
                  this_03 = (CEventRelativeTag *)FindTagByName(this,pcVar5,pcVar4);
                  if (this_03 == (CEventRelativeTag *)0x0) {
                    uVar6 = CChoreoEvent::GetRelativeTagName(this_02);
                    uVar7 = CChoreoEvent::GetRelativeWavName(this_02);
                    uVar8 = CChoreoEvent::GetName(this_02);
                    choreoprintf(this,0,"Event %s was missing tag %s for wav %s\n",uVar8,uVar7,uVar6
                                );
                    CChoreoEvent::SetUsingRelativeTag(this_02,false,"","");
                  }
                  else {
                    lVar9 = (longdouble)CEventRelativeTag::GetStartTime(this_03);
                    lVar10 = (longdouble)CChoreoEvent::GetStartTime(this_02);
                    CChoreoEvent::OffsetTime(this_02,(float)lVar9 - (float)lVar10);
                  }
                }
              }
            }
            local_24 = local_24 + 1;
            iVar2 = CChoreoActor::GetNumChannels(this_00);
          } while (local_24 < iVar2);
        }
      }
      local_30 = local_30 + 1;
    } while (local_30 < *(int *)(this + 0x24));
  }
  return;
}

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)