L L4D2node

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 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)