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 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.