L L4D2node

CSceneEntity::DispatchStartGesture

0x0080f270 · 81 bytes · __thiscall

_ZN12CSceneEntity20DispatchStartGestureEP12CChoreoSceneP9CBaseFlexP12CChoreoEvent

Decompiled

undefined (4 params)

/* CSceneEntity::DispatchStartGesture(CChoreoScene*, CBaseFlex*, CChoreoEvent*) */

void __thiscall
CSceneEntity::DispatchStartGesture
          (CSceneEntity *this,CChoreoScene *param_1,CBaseFlex *param_2,CChoreoEvent *param_3)

{
  char *pcVar1;
  int iVar2;
  
  pcVar1 = (char *)CChoreoEvent::GetName(param_3);
  iVar2 = _V_stricmp(pcVar1,"NULL");
  if (iVar2 != 0) {
    CBaseFlex::AddSceneEvent(param_2,param_1,param_3,(CBaseEntity *)0x0,this);
  }
  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)