L L4D2node

CBaseFlex::RemoveSceneEvent

0x00628760 · 178 bytes · __thiscall

_ZN9CBaseFlex16RemoveSceneEventEP12CChoreoSceneP12CChoreoEventb

Decompiled

undefined (4 params)

/* CBaseFlex::RemoveSceneEvent(CChoreoScene*, CChoreoEvent*, bool) */

void __thiscall
CBaseFlex::RemoveSceneEvent
          (CBaseFlex *this,CChoreoScene *param_1,CChoreoEvent *param_2,bool param_3)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x1794)) {
    do {
      piVar1 = (int *)(*(int *)(this + 0x1788) + iVar3 * 0x48);
      if ((((CChoreoScene *)piVar1[1] == param_1) && ((CChoreoEvent *)*piVar1 == param_2)) &&
         (cVar2 = (**(code **)(*(int *)this + 0x3b4))(this,piVar1,param_3,0), cVar2 != '\0')) {
        *piVar1 = 0;
        piVar1[1] = 0;
        *(undefined1 *)(piVar1 + 4) = 0;
        CUtlVector<CSceneEventInfo,CUtlMemory<CSceneEventInfo,int>>::ShiftElementsLeft
                  ((CUtlVector<CSceneEventInfo,CUtlMemory<CSceneEventInfo,int>> *)(this + 0x1788),
                   iVar3,1);
        *(int *)(this + 0x1794) = *(int *)(this + 0x1794) + -1;
        return;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x1794));
  }
  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)