CChoreoScene::DestroyEvent
0x00bb3980 · 138 bytes · __thiscall
_ZN12CChoreoScene12DestroyEventEP12CChoreoEvent
Decompiled
undefined (2 params)
/* CChoreoScene::DestroyEvent(CChoreoEvent*) */
void __thiscall CChoreoScene::DestroyEvent(CChoreoScene *this,CChoreoEvent *param_1)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0x10) + -1;
iVar2 = iVar1 * 4;
if (-1 < iVar1) {
do {
if (*(CChoreoEvent **)(*(int *)(this + 4) + iVar2) == param_1) {
CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>>::ShiftElementsLeft
((CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>> *)(this + 4),iVar1,1);
*(int *)(this + 0x10) = *(int *)(this + 0x10) + -1;
}
iVar1 = iVar1 + -1;
iVar2 = iVar2 + -4;
} while (iVar1 != -1);
}
if (param_1 == (CChoreoEvent *)0x0) {
return;
}
CChoreoEvent::~CChoreoEvent(param_1);
operator_delete(param_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.