L L4D2node

CBaseFlex::GetScenePriority

0x00624940 · 82 bytes · __thiscall

_ZN9CBaseFlex16GetScenePriorityEP12CChoreoScene

Decompiled

undefined (2 params)

/* CBaseFlex::GetScenePriority(CChoreoScene*) */

int __thiscall CBaseFlex::GetScenePriority(CBaseFlex *this,CChoreoScene *param_1)

{
  int iVar1;
  CChoreoScene *this_00;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = *(int *)(this + 0x17c8);
  if (iVar1 < 1) {
    iVar3 = 0;
  }
  else {
    iVar4 = 0;
    iVar3 = 0;
    do {
      this_00 = *(CChoreoScene **)(*(int *)(this + 0x17bc) + iVar4 * 4);
      if (this_00 != (CChoreoScene *)0x0) {
        if (this_00 == param_1) {
          return iVar3;
        }
        iVar2 = CChoreoScene::GetNumChannels(this_00);
        iVar3 = iVar3 + iVar2;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar1);
  }
  return iVar3;
}

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)