L L4D2node

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 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)