L L4D2node

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 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)