CSceneEntity::DispatchStartFace
0x0080f0c0 · 27 bytes · __thiscall
_ZN12CSceneEntity17DispatchStartFaceEP12CChoreoSceneP9CBaseFlexP11CBaseEntityP12CChoreoEvent
Decompiled
undefined (5 params)
/* CSceneEntity::DispatchStartFace(CChoreoScene*, CBaseFlex*, CBaseEntity*, CChoreoEvent*) */
void __thiscall
CSceneEntity::DispatchStartFace
(CSceneEntity *this,CChoreoScene *param_1,CBaseFlex *param_2,CBaseEntity *param_3,
CChoreoEvent *param_4)
{
CBaseFlex::AddSceneEvent(param_2,param_1,param_4,param_3,this);
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.