L L4D2node

CChoreoScene::ReconcileGestureTimes

0x00bb24e0 · 99 bytes · __thiscall

_ZN12CChoreoScene21ReconcileGestureTimesEv

Decompiled

undefined (1 param)

/* CChoreoScene::ReconcileGestureTimes() */

void __thiscall CChoreoScene::ReconcileGestureTimes(CChoreoScene *this)

{
  CChoreoActor *this_00;
  CChoreoChannel *this_01;
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x24)) {
    do {
      this_00 = *(CChoreoActor **)(*(int *)(this + 0x18) + iVar3 * 4);
      if (this_00 != (CChoreoActor *)0x0) {
        for (iVar2 = 0; iVar1 = CChoreoActor::GetNumChannels(this_00), iVar2 < iVar1;
            iVar2 = iVar2 + 1) {
          this_01 = (CChoreoChannel *)CChoreoActor::GetChannel(this_00,iVar2);
          if (this_01 != (CChoreoChannel *)0x0) {
            CChoreoChannel::ReconcileGestureTimes(this_01);
          }
        }
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(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)