L L4D2node

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 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)