L L4D2node

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 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)