CBaseFlex::ClearSceneEvents
0x00628680 · 205 bytes · __thiscall
_ZN9CBaseFlex16ClearSceneEventsEP12CChoreoSceneb
Decompiled
undefined (3 params)
/* CBaseFlex::ClearSceneEvents(CChoreoScene*, bool) */
void __thiscall CBaseFlex::ClearSceneEvents(CBaseFlex *this,CChoreoScene *param_1,bool param_2)
{
int iVar1;
int iVar2;
undefined4 *puVar3;
if (param_1 != (CChoreoScene *)0x0) {
iVar1 = *(int *)(this + 0x1794) + -1;
if (-1 < iVar1) {
iVar2 = iVar1 * 0x48;
do {
puVar3 = (undefined4 *)(*(int *)(this + 0x1788) + iVar2);
if ((CChoreoScene *)puVar3[1] == param_1) {
(**(code **)(*(int *)this + 0x3b4))(this,puVar3,0,param_2);
*puVar3 = 0;
puVar3[1] = 0;
*(undefined1 *)(puVar3 + 4) = 0;
CUtlVector<CSceneEventInfo,CUtlMemory<CSceneEventInfo,int>>::ShiftElementsLeft
((CUtlVector<CSceneEventInfo,CUtlMemory<CSceneEventInfo,int>> *)(this + 0x1788),
iVar1,1);
*(int *)(this + 0x1794) = *(int *)(this + 0x1794) + -1;
}
iVar1 = iVar1 + -1;
iVar2 = iVar2 + -0x48;
} while (iVar1 != -1);
}
return;
}
*(undefined4 *)(this + 0x1794) = 0;
return;
}
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.