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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.