L L4D2node

CSceneEntity::NotifyOfCompletion

0x0080eaf0 · 24 bytes · __cdecl

_ZN12CSceneEntity18NotifyOfCompletionEPS_

Decompiled

undefined (1 param)

/* CSceneEntity::NotifyOfCompletion(CSceneEntity*) */

void CSceneEntity::NotifyOfCompletion(CSceneEntity *param_1)

{
  param_1[0x6cd] = (CSceneEntity)0x1;
                    /* WARNING: Could not recover jumptable at 0x0080eb06. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 0x348))();
  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)