L L4D2node

ChoreoLoadScene

0x00bb7d00 · 75 bytes · __cdecl

_Z15ChoreoLoadScenePKcP20IChoreoEventCallbackP20ISceneTokenProcessorPFvS0_zE

Decompiled

undefined (4 params)

/* ChoreoLoadScene(char const*, IChoreoEventCallback*, ISceneTokenProcessor*, void (*)(char const*,
   ...)) */

CChoreoScene *
ChoreoLoadScene(char *param_1,IChoreoEventCallback *param_2,ISceneTokenProcessor *param_3,
               _func_void_char_ptr____ *param_4)

{
  CChoreoScene *this;
  
  this = operator_new(0x218);
  CChoreoScene::CChoreoScene(this,param_2);
  CChoreoScene::ParseFromBuffer(this,param_1,param_3);
  *(_func_void_char_ptr____ **)(this + 0x9c) = param_4;
  return this;
}

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)