L L4D2node

CBaseFlex::StartMoveToSceneEvent

0x006257a0 · 39 bytes · __cdecl

_ZN9CBaseFlex21StartMoveToSceneEventEP15CSceneEventInfoP12CChoreoSceneP12CChoreoEventP12CChoreoActorP11CBaseEntity

Decompiled

undefined (5 params)

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

undefined4
CBaseFlex::StartMoveToSceneEvent
          (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;
    param_2[0x2d] = (CChoreoScene)0x0;
    CBaseEntity::MyNPCPointer();
  }
  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)