L L4D2node

CChoreoScene::AllocEvent

0x00bb3010 · 75 bytes · __thiscall

_ZN12CChoreoScene10AllocEventEv

Decompiled

undefined (1 param)

/* CChoreoScene::AllocEvent() */

CChoreoEvent * __thiscall CChoreoScene::AllocEvent(CChoreoScene *this)

{
  CChoreoEvent *this_00;
  CChoreoEvent *local_10;
  
  this_00 = ::operator_new(0x17c);
                    /* try { // try from 00bb3030 to 00bb3034 has its CatchHandler @ 00bb305b */
  CChoreoEvent::CChoreoEvent(this_00,this);
  local_10 = this_00;
  CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>>::InsertBefore
            ((CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>> *)(this + 4),
             *(int *)(this + 0x10),&local_10);
  return local_10;
}

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)