L L4D2node

CChoreoScene::ParseChannel

0x00bb66d0 · 478 bytes · __thiscall

_ZN12CChoreoScene12ParseChannelEP12CChoreoActor

Decompiled

undefined (2 params)

/* CChoreoScene::ParseChannel(CChoreoActor*) */

CChoreoChannel * __thiscall CChoreoScene::ParseChannel(CChoreoScene *this,CChoreoActor *param_1)

{
  undefined4 *puVar1;
  code *pcVar2;
  CChoreoChannel *this_00;
  char *pcVar3;
  int iVar4;
  long lVar5;
  undefined4 uVar6;
  
  this_00 = (CChoreoChannel *)AllocChannel(this);
  (**(code **)(**(int **)(this + 0xa4) + 4))(*(int **)(this + 0xa4),0);
  pcVar3 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
  CChoreoChannel::SetName(this_00,pcVar3);
  (**(code **)(**(int **)(this + 0xa4) + 4))(*(int **)(this + 0xa4),1);
  pcVar3 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
  iVar4 = _V_stricmp(pcVar3,"{");
  if (iVar4 != 0) {
    (**(code **)(**(int **)(this + 0xa4) + 0xc))(*(int **)(this + 0xa4),"expecting {");
  }
  while( true ) {
    (**(code **)(**(int **)(this + 0xa4) + 4))(*(int **)(this + 0xa4),1);
    pcVar3 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
    iVar4 = _V_stricmp(pcVar3,"}");
    if (iVar4 == 0) break;
    pcVar3 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
    iVar4 = _V_stricmp(pcVar3,"event");
    if (iVar4 == 0) {
      ParseEvent(this,param_1,this_00);
    }
    else {
      pcVar3 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
      iVar4 = _V_stricmp(pcVar3,"active");
      if (iVar4 == 0) {
        (**(code **)(**(int **)(this + 0xa4) + 4))(*(int **)(this + 0xa4),1);
        pcVar3 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
        lVar5 = strtol(pcVar3,(char **)0x0,10);
        CChoreoChannel::SetActive(this_00,lVar5 != 0);
      }
      else {
        puVar1 = (undefined4 *)**(int **)(this + 0xa4);
        pcVar2 = (code *)puVar1[3];
        uVar6 = (*(code *)*puVar1)(*(int **)(this + 0xa4));
        (*pcVar2)(*(undefined4 *)(this + 0xa4),"expecting event got %s\n",uVar6);
      }
    }
  }
  if (param_1 != (CChoreoActor *)0x0) {
    CChoreoActor::AddChannel((CChoreoChannel *)param_1);
    CChoreoChannel::SetActor(this_00,param_1);
  }
  return this_00;
}

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)