CBaseFlex::StartFacingSceneEvent
0x00625770 · 28 bytes · __cdecl
_ZN9CBaseFlex21StartFacingSceneEventEP15CSceneEventInfoP12CChoreoSceneP12CChoreoEventP12CChoreoActorP11CBaseEntity
Decompiled
undefined (5 params)
/* CBaseFlex::StartFacingSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*,
CBaseEntity*) */
undefined4
CBaseFlex::StartFacingSceneEvent
(CSceneEventInfo *param_1,CChoreoScene *param_2,CChoreoEvent *param_3,
CChoreoActor *param_4,CBaseEntity *param_5)
{
int in_stack_00000018;
if (in_stack_00000018 != 0) {
param_2[0x2c] = (CChoreoScene)0x0;
return 1;
}
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.