L L4D2node

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 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)