L L4D2node

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 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)