L L4D2node

CBaseFlex::RequestStartSequenceSceneEvent

0x006249a0 · 142 bytes · __cdecl

_ZN9CBaseFlex30RequestStartSequenceSceneEventEP15CSceneEventInfoP12CChoreoSceneP12CChoreoEventP12CChoreoActorP11CBaseEntity

Decompiled

undefined (5 params)

/* CBaseFlex::RequestStartSequenceSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*,
   CChoreoActor*, CBaseEntity*) */

undefined4
CBaseFlex::RequestStartSequenceSceneEvent
          (CSceneEventInfo *param_1,CChoreoScene *param_2,CChoreoEvent *param_3,
          CChoreoActor *param_4,CBaseEntity *param_5)

{
  char *pcVar1;
  int iVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined1 *puVar5;
  
  pcVar1 = (char *)CChoreoEvent::GetParameters((CChoreoEvent *)param_4);
  iVar2 = CBaseAnimating::LookupSequence((CBaseAnimating *)param_1,pcVar1);
  *(int *)(param_2 + 0x1c) = iVar2;
  if (-1 < iVar2) {
    *(undefined4 *)(param_2 + 0x14) = 0xfffffffe;
    *(CBaseEntity **)(param_2 + 8) = param_5;
    return 1;
  }
  uVar3 = CChoreoEvent::GetParameters((CChoreoEvent *)param_4);
  uVar4 = CChoreoActor::GetName((CChoreoActor *)param_5);
  puVar5 = &DAT_00d539c2;
  if (*(undefined1 **)(param_1 + 0x154) != (undefined1 *)0x0) {
    puVar5 = *(undefined1 **)(param_1 + 0x154);
  }
  Warning("CSceneEntity %s :\"%s\" unable to find sequence \"%s\"\n",puVar5,uVar4,uVar3);
  return 0;
}

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)