L L4D2node

CBaseFlex::CheckSceneEventCompletion

0x00623780 · 24 bytes · __cdecl

_ZN9CBaseFlex25CheckSceneEventCompletionEP15CSceneEventInfofP12CChoreoSceneP12CChoreoEvent

Decompiled

undefined (4 params)

/* CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) */

undefined4
CBaseFlex::CheckSceneEventCompletion
          (CSceneEventInfo *param_1,float param_2,CChoreoScene *param_3,CChoreoEvent *param_4)

{
  CChoreoEvent *in_stack_00000014;
  
  CChoreoEvent::GetType(in_stack_00000014);
  return 1;
}

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)