CBaseFlex::ClearSceneEvent
0x00623880 · 275 bytes · __thiscall
_ZN9CBaseFlex15ClearSceneEventEP15CSceneEventInfobb
Decompiled
undefined (4 params)
/* CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) */
undefined4 __thiscall
CBaseFlex::ClearSceneEvent(CBaseFlex *this,CSceneEventInfo *param_1,bool param_2,bool param_3)
{
undefined4 uVar1;
char *pcVar2;
int iVar3;
float fVar4;
uVar1 = CChoreoEvent::GetType(*(CChoreoEvent **)param_1);
switch(uVar1) {
default:
return 0;
case 4:
CBaseEntity::MyNPCPointer();
return 1;
case 5:
if (param_3) {
pcVar2 = (char *)CChoreoEvent::GetParameters(*(CChoreoEvent **)param_1);
CBaseEntity::StopSound((CBaseEntity *)this,pcVar2);
}
break;
case 6:
case 7:
if (-1 < *(int *)(param_1 + 0x14)) {
if (!param_2) {
iVar3 = CChoreoEvent::GetType(*(CChoreoEvent **)param_1);
if (iVar3 == 6) {
if (param_3) {
fVar4 = 0.5;
}
else {
fVar4 = 0.1;
}
}
else {
fVar4 = 0.3;
}
CBaseAnimatingOverlay::RemoveLayer
((CBaseAnimatingOverlay *)this,*(int *)(param_1 + 0x14),fVar4,0.0);
return 1;
}
CBaseAnimatingOverlay::FastRemoveLayer((CBaseAnimatingOverlay *)this,*(int *)(param_1 + 0x14))
;
return 1;
}
case 2:
case 3:
case 8:
case 10:
case 0x10:
}
return 1;
}
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.