CChoreoScene::ExportEvents
0x00bb2c00 · 278 bytes · __thiscall
_ZN12CChoreoScene12ExportEventsEPKcR10CUtlVectorIP12CChoreoEvent10CUtlMemoryIS4_iEE
Decompiled
undefined (3 params)
/* CChoreoScene::ExportEvents(char const*, CUtlVector<CChoreoEvent*, CUtlMemory<CChoreoEvent*, int>
>&) */
void __thiscall CChoreoScene::ExportEvents(CChoreoScene *this,char *param_1,CUtlVector *param_2)
{
CChoreoEvent *this_00;
int iVar1;
int iVar2;
undefined4 local_54 [4];
undefined4 local_44;
if (0 < *(int *)(param_2 + 0xc)) {
CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_54,0,0,1);
/* try { // try from 00bb2c57 to 00bb2d0b has its CatchHandler @ 00bb2d1f */
FilePrintf((CUtlBuffer *)local_54,0,"// Choreo version 1: <%i> Exported Events\n",
*(undefined4 *)(param_2 + 0xc));
iVar2 = 0;
if (0 < *(int *)(param_2 + 0xc)) {
do {
while( true ) {
this_00 = *(CChoreoEvent **)(*(int *)param_2 + iVar2 * 4);
iVar1 = CChoreoEvent::GetActor(this_00);
if ((iVar1 == 0) || (((byte)this_00[0x178] & 0x40) == 0)) break;
FileSaveEvent((CUtlBuffer *)local_54,0,this_00);
iVar2 = iVar2 + 1;
if (*(int *)(param_2 + 0xc) <= iVar2) goto LAB_00bb2ca6;
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(param_2 + 0xc));
}
LAB_00bb2ca6:
iVar2 = (**(code **)(*(int *)(g_pFullFileSystem + 4) + 8))
(g_pFullFileSystem + 4,param_1,&DAT_00bf9593,0);
if (iVar2 != 0) {
(**(code **)(*(int *)(g_pFullFileSystem + 4) + 4))
(g_pFullFileSystem + 4,local_54[0],local_44,iVar2);
(**(code **)(*(int *)(g_pFullFileSystem + 4) + 0xc))(g_pFullFileSystem + 4,iVar2);
}
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_54);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.