L L4D2node

CSceneEntity::DispatchStartPermitResponses

0x0080f3b0 · 67 bytes · __thiscall

_ZN12CSceneEntity28DispatchStartPermitResponsesEP12CChoreoSceneP9CBaseFlexP12CChoreoEvent

Decompiled

undefined (4 params)

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

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

{
  float fVar1;
  longdouble lVar2;
  
  fVar1 = *(float *)(gpGlobals + 0xc);
  lVar2 = (longdouble)(*(code *)**(undefined4 **)param_3)(param_3);
  CBaseFlex::SetPermitResponse(param_2,(float)lVar2 + fVar1);
  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)