CChoreoScene::RemoveActor
0x00bb3920 · 90 bytes · __thiscall
_ZN12CChoreoScene11RemoveActorEP12CChoreoActor
Decompiled
undefined (2 params)
/* CChoreoScene::RemoveActor(CChoreoActor*) */
void __thiscall CChoreoScene::RemoveActor(CChoreoScene *this,CChoreoActor *param_1)
{
int iVar1;
if (*(int *)(this + 0x24) < 1) {
return;
}
iVar1 = 0;
if (param_1 != (CChoreoActor *)**(int **)(this + 0x18)) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == *(int *)(this + 0x24)) {
return;
}
} while (param_1 != (CChoreoActor *)(*(int **)(this + 0x18))[iVar1]);
if (iVar1 == -1) {
return;
}
}
CUtlVector<CChoreoActor*,CUtlMemory<CChoreoActor*,int>>::ShiftElementsLeft
((CUtlVector<CChoreoActor*,CUtlMemory<CChoreoActor*,int>> *)(this + 0x18),iVar1,1);
*(int *)(this + 0x24) = *(int *)(this + 0x24) + -1;
return;
}
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.