CChoreoScene::AllocActor
0x00bb31b0 · 71 bytes · __thiscall
_ZN12CChoreoScene10AllocActorEv
Decompiled
undefined (1 param)
/* CChoreoScene::AllocActor() */
CChoreoActor * __thiscall CChoreoScene::AllocActor(CChoreoScene *this)
{
CChoreoActor *this_00;
CChoreoActor *local_10;
this_00 = ::operator_new(0x118);
/* try { // try from 00bb31cc to 00bb31d0 has its CatchHandler @ 00bb31f7 */
CChoreoActor::CChoreoActor(this_00);
local_10 = this_00;
CUtlVector<CChoreoActor*,CUtlMemory<CChoreoActor*,int>>::InsertBefore
((CUtlVector<CChoreoActor*,CUtlMemory<CChoreoActor*,int>> *)(this + 0x18),
*(int *)(this + 0x24),&local_10);
return local_10;
}
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.