L L4D2node

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 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)