CBaseFlex::IsRunningSceneMoveToEvent
0x00625ac0 · 91 bytes · __thiscall
_ZN9CBaseFlex25IsRunningSceneMoveToEventEv
Decompiled
undefined (1 param)
/* CBaseFlex::IsRunningSceneMoveToEvent() */
undefined4 __thiscall CBaseFlex::IsRunningSceneMoveToEvent(CBaseFlex *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0x1794) + -1;
if (-1 < iVar2) {
iVar3 = iVar2 * 0x48;
do {
if (*(CChoreoEvent **)(*(int *)(this + 0x1788) + iVar3) != (CChoreoEvent *)0x0) {
iVar1 = CChoreoEvent::GetType(*(CChoreoEvent **)(*(int *)(this + 0x1788) + iVar3));
if (iVar1 == 4) {
return 1;
}
}
iVar2 = iVar2 + -1;
iVar3 = iVar3 + -0x48;
} while (iVar2 != -1);
}
return 0;
}
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.