CSceneEntity::DispatchStartSubScene
0x0080f840 · 77 bytes · __thiscall
_ZN12CSceneEntity21DispatchStartSubSceneEP12CChoreoSceneP9CBaseFlexP12CChoreoEvent
Decompiled
undefined (4 params)
/* CSceneEntity::DispatchStartSubScene(CChoreoScene*, CBaseFlex*, CChoreoEvent*) */
void __thiscall
CSceneEntity::DispatchStartSubScene
(CSceneEntity *this,CChoreoScene *param_1,CBaseFlex *param_2,CChoreoEvent *param_3)
{
char cVar1;
CChoreoScene *this_00;
cVar1 = CChoreoScene::IsSubScene(param_1);
if (cVar1 == '\0') {
this_00 = (CChoreoScene *)CChoreoEvent::GetSubScene(param_3);
if (this_00 != (CChoreoScene *)0x0) {
CChoreoScene::ResetSimulation(this_00,true,0.0,0.0);
return;
}
}
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.