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 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.