CChoreoScene::ParseActor
0x00bb68d0 · 482 bytes · __thiscall
_ZN12CChoreoScene10ParseActorEv
Decompiled
undefined (1 param)
/* CChoreoScene::ParseActor() */
CChoreoActor * __thiscall CChoreoScene::ParseActor(CChoreoScene *this)
{
undefined4 *puVar1;
code *pcVar2;
CChoreoActor *this_00;
char *pcVar3;
int iVar4;
long lVar5;
undefined4 uVar6;
this_00 = (CChoreoActor *)AllocActor(this);
(**(code **)(**(int **)(this + 0xa4) + 4))(*(int **)(this + 0xa4),0);
pcVar3 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
CChoreoActor::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,"channel");
if (iVar4 == 0) {
ParseChannel(this,this_00);
}
else {
pcVar3 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
iVar4 = _V_stricmp(pcVar3,"faceposermodel");
if (iVar4 == 0) {
ParseFacePoserModel(this,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);
CChoreoActor::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 channel got %s\n",uVar6);
}
}
}
}
return this_00;
}
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.