L L4D2node

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 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)