CBaseFlex::StartSceneEvent
0x006262d0 · 315 bytes · __thiscall
_ZN9CBaseFlex15StartSceneEventEP15CSceneEventInfoP12CChoreoSceneP12CChoreoEventP12CChoreoActorP11CBaseEntity
Decompiled
undefined (6 params)
/* CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*,
CBaseEntity*) */
undefined4 __thiscall
CBaseFlex::StartSceneEvent
(CBaseFlex *this,CSceneEventInfo *param_1,CChoreoScene *param_2,CChoreoEvent *param_3,
CChoreoActor *param_4,CBaseEntity *param_5)
{
undefined4 uVar1;
undefined4 *puVar2;
undefined4 local_24;
uVar1 = CChoreoEvent::GetType(param_3);
switch(uVar1) {
case 3:
if (param_5 == (CBaseEntity *)0x0) {
*(undefined4 *)(param_1 + 0x28) = 0xffffffff;
local_24 = 1;
}
else {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_5 + 0xc))(param_5);
local_24 = 1;
*(undefined4 *)(param_1 + 0x28) = *puVar2;
}
break;
case 4:
local_24 = 0;
if (param_5 != (CBaseEntity *)0x0) {
param_1[0x2c] = (CSceneEventInfo)0x0;
param_1[0x2d] = (CSceneEventInfo)0x0;
local_24 = 0;
CBaseEntity::MyNPCPointer();
}
break;
case 6:
uVar1 = RequestStartGestureSceneEvent
((CSceneEventInfo *)this,(CChoreoScene *)param_1,(CChoreoEvent *)param_2,
(CChoreoActor *)param_3,(CBaseEntity *)param_4);
return uVar1;
case 7:
uVar1 = RequestStartSequenceSceneEvent
((CSceneEventInfo *)this,(CChoreoScene *)param_1,(CChoreoEvent *)param_2,
(CChoreoActor *)param_3,(CBaseEntity *)param_4);
return uVar1;
case 8:
if (param_5 != (CBaseEntity *)0x0) {
param_1[0x2c] = (CSceneEventInfo)0x0;
return 1;
}
default:
local_24 = 0;
break;
case 10:
uVar1 = IsSuppressedFlexAnimation(this,param_1);
if ((char)uVar1 != '\0') {
*(undefined4 *)(param_1 + 0x24) = 0;
return uVar1;
}
*(undefined4 *)(param_1 + 0x24) = 0x3f800000;
case 2:
case 5:
local_24 = 1;
}
return local_24;
}
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.