L L4D2node

CSceneEntity::DispatchPauseScene

0x0080fa30 · 26 bytes · __thiscall

_ZN12CSceneEntity18DispatchPauseSceneEP12CChoreoScenePKc

Decompiled

undefined (3 params)

/* CSceneEntity::DispatchPauseScene(CChoreoScene*, char const*) */

void __thiscall
CSceneEntity::DispatchPauseScene(CSceneEntity *this,CChoreoScene *param_1,char *param_2)

{
  if (this[0x6f8] != (CSceneEntity)0x0) {
    return;
  }
  DispatchPauseScene((CChoreoScene *)this,param_2);
  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)