CSceneEntity::DispatchPauseScene
0x0080f890 · 402 bytes · __regparm3
_ZN12CSceneEntity18DispatchPauseSceneEP12CChoreoScenePKc.part.4
Decompiled
undefined (2 params)
/* CSceneEntity::DispatchPauseScene(CChoreoScene*, char const*) [clone .part.4] */
void __regparm3 CSceneEntity::DispatchPauseScene(CChoreoScene *param_1,char *param_2)
{
int *piVar1;
undefined4 uVar2;
int iVar3;
int in_GS_OFFSET;
double dVar4;
char local_420 [1024];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
(**(code **)(*(int *)param_1 + 0x358))(param_1);
piVar1 = engine;
param_1[0x4bc] = (CChoreoScene)0x0;
param_1[0x4ac] = (CChoreoScene)0x0;
*(undefined4 *)(param_1 + 0x4b0) = 0;
*(undefined4 *)(param_1 + 0x4b4) = 0;
*(undefined4 *)(param_1 + 0x4b8) = 0;
uVar2 = (**(code **)(*piVar1 + 0xe4))(piVar1,param_2,local_420,0x400);
iVar3 = _V_stricmp(local_420,"automate");
if (iVar3 == 0) {
uVar2 = (**(code **)(*engine + 0xe4))(engine,uVar2,local_420,0x400);
iVar3 = _V_stricmp(local_420,"Cancel");
if (iVar3 == 0) {
*(undefined4 *)(param_1 + 0x4b0) = 1;
}
else {
iVar3 = _V_stricmp(local_420,"Resume");
if (iVar3 == 0) {
*(undefined4 *)(param_1 + 0x4b0) = 2;
}
else if (*(int *)(param_1 + 0x4b0) == 0) goto LAB_0080f91e;
}
(**(code **)(*engine + 0xe4))(engine,uVar2,local_420,0x400);
dVar4 = strtod(local_420,(char **)0x0);
*(float *)(param_1 + 0x4b4) = (float)dVar4;
if (0.0 < (float)dVar4) {
param_1[0x4ac] = (CChoreoScene)0x1;
*(undefined4 *)(param_1 + 0x4b8) = 0;
}
}
LAB_0080f91e:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.