L L4D2node

CSceneEntity::PauseThink

0x0080ebd0 · 515 bytes · __thiscall

_ZN12CSceneEntity10PauseThinkEv

Decompiled

undefined (1 param)

/* CSceneEntity::PauseThink() */

void __thiscall CSceneEntity::PauseThink(CSceneEntity *this)

{
  CSceneEntity CVar1;
  int iVar2;
  uint uVar3;
  char cVar4;
  undefined1 *puVar5;
  undefined *puVar6;
  float fVar7;
  
  if (*(CChoreoScene **)(this + 0x4f0) == (CChoreoScene *)0x0) {
    return;
  }
  if (this[0x6c4] != (CSceneEntity)0x0) {
    return;
  }
  if (this[0x4bc] == (CSceneEntity)0x0) {
    CVar1 = this[0x4ac];
  }
  else {
    if (this[0x450] == (CSceneEntity)0x0) {
      return;
    }
    uVar3 = *(uint *)(this + 0x44c);
    if ((((uVar3 != 0xffffffff) &&
         (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
      return;
    }
    CVar1 = this[0x4ac];
    this[0x450] = (CSceneEntity)0x0;
  }
  if (CVar1 == (CSceneEntity)0x0) {
    cVar4 = CChoreoScene::CheckEventCompletion(*(CChoreoScene **)(this + 0x4f0));
    if (cVar4 == '\0') {
      return;
    }
    if (*(int *)(this + 0x4b0) == 1) {
      puVar5 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0x444) != (undefined1 *)0x0) {
        puVar5 = *(undefined1 **)(this + 0x444);
      }
      Scene_Printf("%s : PauseThink canceling playback\n",puVar5);
      (**(code **)(*(int *)this + 0x360))(this);
    }
    else {
      (**(code **)(*(int *)this + 0x35c))(this);
    }
  }
  else {
    fVar7 = *(float *)(gpGlobals + 0x10) + *(float *)(this + 0x4b8);
    *(float *)(this + 0x4b8) = fVar7;
    if ((0.0 < *(float *)(this + 0x4b4)) && (fVar7 < *(float *)(this + 0x4b4))) {
      return;
    }
    iVar2 = *(int *)(this + 0x4b0);
    if (iVar2 == 1) {
      puVar5 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0x444) != (undefined1 *)0x0) {
        puVar5 = *(undefined1 **)(this + 0x444);
      }
      Scene_Printf("%s : Automatically canceling playback\n",puVar5);
      (**(code **)(*(int *)this + 0x360))(this);
    }
    else if (iVar2 == 2) {
      puVar5 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0x444) != (undefined1 *)0x0) {
        puVar5 = *(undefined1 **)(this + 0x444);
      }
      Scene_Printf("%s : Automatically resuming playback\n",puVar5);
      (**(code **)(*(int *)this + 0x35c))(this);
    }
    else {
      puVar5 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0x444) != (undefined1 *)0x0) {
        puVar5 = *(undefined1 **)(this + 0x444);
      }
      Scene_Printf("%s : Unknown action %i, automatically resuming playback\n",puVar5,iVar2);
      (**(code **)(*(int *)this + 0x35c))(this);
    }
  }
  this[0x4ac] = (CSceneEntity)0x0;
  *(undefined4 *)(this + 0x4b0) = 0;
  *(undefined4 *)(this + 0x4b8) = 0;
  *(undefined4 *)(this + 0x4b4) = 0;
  this[0x4bc] = (CSceneEntity)0x0;
  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)