L L4D2node

CChoreoScene::HasEventsOfType

0x00bb2830 · 33 bytes · __thiscall

_ZNK12CChoreoScene15HasEventsOfTypeEN12CChoreoEvent9EVENTTYPEE

Decompiled

undefined (2 params)

/* CChoreoScene::HasEventsOfType(CChoreoEvent::EVENTTYPE) const */

undefined4 __thiscall CChoreoScene::HasEventsOfType(CChoreoScene *this,int param_2)

{
  uint uVar1;
  
  uVar1 = 1 << ((byte)param_2 & 0x1f);
  return CONCAT31((int3)(uVar1 >> 8),(*(uint *)(this + (param_2 >> 5) * 4 + 0x208) & uVar1) != 0);
}

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)