L L4D2node

CChoreoScene::ImportEvents

0x00bb6ad0 · 191 bytes · __thiscall

_ZN12CChoreoScene12ImportEventsEP20ISceneTokenProcessorP12CChoreoActorP14CChoreoChannel

Decompiled

undefined (4 params)

/* CChoreoScene::ImportEvents(ISceneTokenProcessor*, CChoreoActor*, CChoreoChannel*) */

void __thiscall
CChoreoScene::ImportEvents
          (CChoreoScene *this,ISceneTokenProcessor *param_1,CChoreoActor *param_2,
          CChoreoChannel *param_3)

{
  undefined4 *puVar1;
  code *pcVar2;
  char cVar3;
  char *pcVar4;
  int iVar5;
  undefined4 uVar6;
  
  *(ISceneTokenProcessor **)(this + 0xa4) = param_1;
  while( true ) {
    cVar3 = (**(code **)(*(int *)param_1 + 4))(param_1,1);
    if (cVar3 == '\0') break;
    pcVar4 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
    if (*pcVar4 == '\0') break;
    pcVar4 = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
    iVar5 = _V_stricmp(pcVar4,"event");
    if (iVar5 != 0) {
      puVar1 = (undefined4 *)**(int **)(this + 0xa4);
      pcVar2 = (code *)puVar1[3];
      uVar6 = (*(code *)*puVar1)(*(int **)(this + 0xa4));
      (*pcVar2)(*(undefined4 *)(this + 0xa4),"unexpected token %s\n",uVar6);
      ReconcileTags(this);
      return;
    }
    ParseEvent(this,param_2,param_3);
    param_1 = *(ISceneTokenProcessor **)(this + 0xa4);
  }
  ReconcileTags(this);
  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)