CSceneCache::Rebuild
0x004ae200 · 185 bytes · __thiscall
_ZN11CSceneCache7RebuildEPKc
Decompiled
undefined (2 params)
/* CSceneCache::Rebuild(char const*) */
void __thiscall CSceneCache::Rebuild(CSceneCache *this,char *param_1)
{
CChoreoScene *this_00;
int iVar1;
CChoreoEvent *pCVar2;
int iVar3;
int iVar4;
longdouble lVar5;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 0x14) = 0;
this_00 = (CChoreoScene *)BlockingLoadScene(param_1);
if (this_00 != (CChoreoScene *)0x0) {
iVar1 = CChoreoScene::GetNumEvents(this_00);
if (0 < iVar1) {
iVar3 = 0;
do {
iVar4 = iVar3 + 1;
pCVar2 = (CChoreoEvent *)CChoreoScene::GetEvent(this_00,iVar3);
PrecacheSceneEvent(pCVar2,(CUtlVector *)(this + 8));
iVar3 = iVar4;
} while (iVar4 != iVar1);
}
lVar5 = (longdouble)CChoreoScene::FindStopTime(this_00);
*(int *)(this + 4) = (int)((float)lVar5 * 1000.0 + 0.5);
CChoreoScene::~CChoreoScene(this_00);
operator_delete(this_00);
return;
}
return;
}
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.