CSceneEntity::DispatchEndFace
0x0080f210 · 34 bytes · __thiscall
_ZN12CSceneEntity15DispatchEndFaceEP12CChoreoSceneP9CBaseFlexP12CChoreoEvent
Decompiled
undefined (4 params)
/* CSceneEntity::DispatchEndFace(CChoreoScene*, CBaseFlex*, CChoreoEvent*) */
void __thiscall
CSceneEntity::DispatchEndFace
(CSceneEntity *this,CChoreoScene *param_1,CBaseFlex *param_2,CChoreoEvent *param_3)
{
CBaseFlex::RemoveSceneEvent(param_2,param_1,param_3,(bool)this[0x6f8]);
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.