CChoreoScene::ParseScaleSettings
0x00bb7910 · 294 bytes · __cdecl
_ZN12CChoreoScene18ParseScaleSettingsEP20ISceneTokenProcessorPS_
Decompiled
undefined (2 params)
/* CChoreoScene::ParseScaleSettings(ISceneTokenProcessor*, CChoreoScene*) */
void CChoreoScene::ParseScaleSettings(ISceneTokenProcessor *param_1,CChoreoScene *param_2)
{
char *pcVar1;
int iVar2;
int in_GS_OFFSET;
char local_120 [256];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
(**(code **)(*(int *)param_1 + 4))(param_1,1);
pcVar1 = (char *)(*(code *)**(undefined4 **)param_1)(param_1);
iVar2 = _V_stricmp(pcVar1,"{");
if (iVar2 != 0) {
(**(code **)(*(int *)param_1 + 0xc))(param_1,"expecting {\n");
}
while( true ) {
(**(code **)(*(int *)param_1 + 4))(param_1,1);
pcVar1 = (char *)(*(code *)**(undefined4 **)param_1)(param_1);
if (*pcVar1 == '\0') break;
pcVar1 = (char *)(*(code *)**(undefined4 **)param_1)(param_1);
iVar2 = _V_stricmp(pcVar1,"}");
if (iVar2 == 0) goto LAB_00bb7a09;
pcVar1 = (char *)(*(code *)**(undefined4 **)param_1)(param_1);
V_strncpy(local_120,pcVar1,0x100);
(**(code **)(*(int *)param_1 + 4))(param_1,0);
pcVar1 = (char *)(*(code *)**(undefined4 **)param_1)(param_1);
iVar2 = V_atoi(pcVar1);
if (iVar2 < 1) {
iVar2 = 100;
}
SetTimeZoom(param_2,local_120,iVar2);
}
(*(code *)(*(undefined4 **)param_1)[3])(param_1,"expecting scalesettings data\n");
LAB_00bb7a09:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.