CBaseFlex::CheckSceneEvent
0x006257d0 · 112 bytes · __thiscall
_ZN9CBaseFlex15CheckSceneEventEfP12CChoreoSceneP12CChoreoEvent
Decompiled
undefined (4 params)
/* CBaseFlex::CheckSceneEvent(float, CChoreoScene*, CChoreoEvent*) */
undefined4 __thiscall
CBaseFlex::CheckSceneEvent
(CBaseFlex *this,float param_1,CChoreoScene *param_2,CChoreoEvent *param_3)
{
int *piVar1;
undefined4 uVar2;
int iVar3;
if (0 < *(int *)(this + 0x1794)) {
piVar1 = *(int **)(this + 0x1788);
iVar3 = 0;
do {
if (((CChoreoScene *)piVar1[1] == param_2) && ((CChoreoEvent *)*piVar1 == param_3)) {
uVar2 = (**(code **)(*(int *)this + 0x3b8))(this,piVar1,param_1,param_2,param_3);
return uVar2;
}
iVar3 = iVar3 + 1;
piVar1 = piVar1 + 0x12;
} while (iVar3 != *(int *)(this + 0x1794));
}
return 1;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.