CChoreoScene::DestroyActor
0x00bb4610 · 168 bytes · __thiscall
_ZN12CChoreoScene12DestroyActorEP12CChoreoActor
Decompiled
undefined (2 params)
/* CChoreoScene::DestroyActor(CChoreoActor*) */
void __thiscall CChoreoScene::DestroyActor(CChoreoScene *this,CChoreoActor *param_1)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0x24) + -1;
iVar2 = iVar1 * 4;
if (-1 < iVar1) {
do {
if (*(CChoreoActor **)(*(int *)(this + 0x18) + iVar2) == param_1) {
CUtlVector<CChoreoActor*,CUtlMemory<CChoreoActor*,int>>::ShiftElementsLeft
((CUtlVector<CChoreoActor*,CUtlMemory<CChoreoActor*,int>> *)(this + 0x18),iVar1,1)
;
*(int *)(this + 0x24) = *(int *)(this + 0x24) + -1;
}
iVar1 = iVar1 + -1;
iVar2 = iVar2 + -4;
} while (iVar1 != -1);
}
if (param_1 == (CChoreoActor *)0x0) {
return;
}
*(undefined4 *)(param_1 + 0x10c) = 0;
CUtlMemory<CChoreoChannel*,int>::Purge((CUtlMemory<CChoreoChannel*,int> *)(param_1 + 0x100));
*(undefined4 *)(param_1 + 0x110) = *(undefined4 *)(param_1 + 0x100);
CUtlMemory<CChoreoChannel*,int>::Purge((CUtlMemory<CChoreoChannel*,int> *)(param_1 + 0x100));
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.