L L4D2node

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 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)