CSceneEntity::DispatchStartGeneric
0x0080f340 · 102 bytes · __thiscall
_ZN12CSceneEntity20DispatchStartGenericEP12CChoreoSceneP9CBaseFlexP12CChoreoEvent
Decompiled
undefined (4 params)
/* CSceneEntity::DispatchStartGeneric(CChoreoScene*, CBaseFlex*, CChoreoEvent*) */
void __thiscall
CSceneEntity::DispatchStartGeneric
(CSceneEntity *this,CChoreoScene *param_1,CBaseFlex *param_2,CChoreoEvent *param_3)
{
code *pcVar1;
undefined4 uVar2;
CBaseEntity *pCVar3;
pcVar1 = *(code **)(*(int *)this + 1000);
uVar2 = CChoreoEvent::GetParameters2(param_3);
pCVar3 = (CBaseEntity *)(*pcVar1)(this,uVar2,0,0,0);
CBaseFlex::AddSceneEvent(param_2,param_1,param_3,pCVar3,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.