L L4D2node

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 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)