CBaseFlex::PlayScene
0x006237a0 · 75 bytes · __thiscall
_ZN9CBaseFlex9PlaySceneEPKcfP11AI_ResponseP16IRecipientFilter
Decompiled
undefined (5 params)
/* CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) */
void __thiscall
CBaseFlex::PlayScene
(CBaseFlex *this,char *param_1,float param_2,AI_Response *param_3,
IRecipientFilter *param_4)
{
InstancedScriptedScene(this,param_1,(CHandle *)0x0,param_2,false,param_3,false,param_4);
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.