L L4D2node

CChoreoScene::ParseSceneRamp

0x00bb4ac0 · 35 bytes · __cdecl

_ZN12CChoreoScene14ParseSceneRampEP20ISceneTokenProcessorPS_

Decompiled

undefined (2 params)

/* CChoreoScene::ParseSceneRamp(ISceneTokenProcessor*, CChoreoScene*) */

void CChoreoScene::ParseSceneRamp(ISceneTokenProcessor *param_1,CChoreoScene *param_2)

{
  CCurveData::Parse((CCurveData *)(param_2 + 300),param_1,(ICurveDataAccessor *)param_2);
  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)