CChoreoScene::ResumeSimulation
0x00bb3dd0 · 221 bytes · __thiscall
_ZN12CChoreoScene16ResumeSimulationEv
Decompiled
undefined (1 param)
/* CChoreoScene::ResumeSimulation() */
void __thiscall CChoreoScene::ResumeSimulation(CChoreoScene *this)
{
CChoreoEvent *this_00;
int iVar1;
int local_30 [8];
iVar1 = *(int *)(this + 0x210);
if ((-1 < iVar1) && (iVar1 < *(int *)(this + 0x74))) {
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
this_00 = *(CChoreoEvent **)(*(int *)(this + 0x68) + iVar1 * 4);
/* try { // try from 00bb3e22 to 00bb3e6e has its CatchHandler @ 00bb3ead */
CChoreoEvent::GetStartTime(this_00);
CChoreoEvent::GetEventDependencies(this_00,(CUtlVector *)local_30);
iVar1 = 0;
if (0 < local_30[3]) {
do {
CChoreoEvent::StartProcessing
(*(IChoreoEventCallback **)(local_30[0] + iVar1 * 4),
*(CChoreoScene **)(this + 0xa0),(float)this);
iVar1 = iVar1 + 1;
} while (iVar1 < local_30[3]);
}
local_30[3] = 0;
CUtlMemory<CChoreoEvent*,int>::Purge((CUtlMemory<CChoreoEvent*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<CChoreoEvent*,int>::Purge((CUtlMemory<CChoreoEvent*,int> *)local_30);
}
*(undefined4 *)(this + 0x210) = 0xffffffff;
*(undefined4 *)(this + 0x60) = 0;
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.