L L4D2node

CChoreoScene::DeleteReferencedObjects

0x00bb46d0 · 99 bytes · __thiscall

_ZN12CChoreoScene23DeleteReferencedObjectsEP12CChoreoActor

Decompiled

undefined (2 params)

/* CChoreoScene::DeleteReferencedObjects(CChoreoActor*) */

void __thiscall CChoreoScene::DeleteReferencedObjects(CChoreoScene *this,CChoreoActor *param_1)

{
  CChoreoChannel *pCVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  while( true ) {
    iVar2 = CChoreoActor::GetNumChannels(param_1);
    if (iVar2 <= iVar3) break;
    pCVar1 = (CChoreoChannel *)CChoreoActor::GetChannel(param_1,iVar3);
    CChoreoActor::RemoveChannel(param_1,pCVar1);
    DeleteReferencedObjects(this,pCVar1);
    iVar3 = iVar3 + 1;
  }
  DestroyActor(this,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)