CSceneEntity::DispatchEndInterrupt
0x0080f810 · 37 bytes · __cdecl
_ZN12CSceneEntity20DispatchEndInterruptEP12CChoreoSceneP12CChoreoEvent
Decompiled
undefined (2 params)
/* CSceneEntity::DispatchEndInterrupt(CChoreoScene*, CChoreoEvent*) */
void CSceneEntity::DispatchEndInterrupt(CChoreoScene *param_1,CChoreoEvent *param_2)
{
int iVar1;
if (param_1[0x6f8] == (CChoreoScene)0x0) {
iVar1 = 0;
if (-1 < *(int *)(param_1 + 0x6c0) + -1) {
iVar1 = *(int *)(param_1 + 0x6c0) + -1;
}
*(int *)(param_1 + 0x6c0) = iVar1;
}
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.