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 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.