CBaseFlex::AddSceneEvent
0x00628820 · 307 bytes · __thiscall
_ZN9CBaseFlex13AddSceneEventEP12CChoreoSceneP12CChoreoEventP11CBaseEntityP12CSceneEntity
Decompiled
undefined (5 params)
/* CBaseFlex::AddSceneEvent(CChoreoScene*, CChoreoEvent*, CBaseEntity*, CSceneEntity*) */
void __thiscall
CBaseFlex::AddSceneEvent
(CBaseFlex *this,CChoreoScene *param_1,CChoreoEvent *param_2,CBaseEntity *param_3,
CSceneEntity *param_4)
{
char cVar1;
int iVar2;
undefined4 *puVar3;
int iVar4;
CSceneEventInfo *pCVar5;
byte bVar6;
CChoreoEvent *local_64;
CChoreoScene *local_60;
undefined4 local_58;
undefined1 local_54;
undefined4 local_3c;
bVar6 = 0;
if ((param_1 == (CChoreoScene *)0x0) || (param_2 == (CChoreoEvent *)0x0)) {
Msg("CBaseFlex::AddSceneEvent: scene or event was NULL!!!\n");
}
else {
iVar2 = CChoreoEvent::GetActor(param_2);
if (iVar2 != 0) {
pCVar5 = (CSceneEventInfo *)&local_64;
for (iVar4 = 0x12; iVar4 != 0; iVar4 = iVar4 + -1) {
*(undefined4 *)pCVar5 = 0;
pCVar5 = pCVar5 + (uint)bVar6 * -8 + 4;
}
local_64 = param_2;
local_60 = param_1;
if (param_3 == (CBaseEntity *)0x0) {
local_3c = 0xffffffff;
}
else {
puVar3 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
local_3c = *puVar3;
}
local_54 = 0;
if (param_4 == (CSceneEntity *)0x0) {
local_58 = 0xffffffff;
}
else {
puVar3 = (undefined4 *)(**(code **)(*(int *)param_4 + 0xc))(param_4);
local_58 = *puVar3;
}
cVar1 = (**(code **)(*(int *)this + 0x3a8))
(this,(CSceneEventInfo *)&local_64,param_1,param_2,iVar2,param_3);
if (cVar1 != '\0') {
CUtlVector<CSceneEventInfo,CUtlMemory<CSceneEventInfo,int>>::InsertBefore
((CUtlVector<CSceneEventInfo,CUtlMemory<CSceneEventInfo,int>> *)(this + 0x1788),
*(int *)(this + 0x1794),(CSceneEventInfo *)&local_64);
return;
}
Scene_Printf("CBaseFlex::AddSceneEvent: event failed\n");
return;
}
Msg("CBaseFlex::AddSceneEvent: event->GetActor() was NULL!!!\n");
}
return;
}
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.