L L4D2node

CSceneEntity::ProcessEvent

0x0080fa50 · 87 bytes · __thiscall

_ZN12CSceneEntity12ProcessEventEfP12CChoreoSceneP12CChoreoEvent

Decompiled

undefined (4 params)

/* CSceneEntity::ProcessEvent(float, CChoreoScene*, CChoreoEvent*) */

void __thiscall
CSceneEntity::ProcessEvent
          (CSceneEntity *this,float param_1,CChoreoScene *param_2,CChoreoEvent *param_3)

{
  char cVar1;
  int iVar2;
  CChoreoScene *this_00;
  
  iVar2 = CChoreoEvent::GetType(param_3);
  if (iVar2 == 0xb) {
    this_00 = (CChoreoScene *)CChoreoEvent::GetSubScene(param_3);
    if (this_00 != (CChoreoScene *)0x0) {
      cVar1 = CChoreoScene::SimulationFinished(this_00);
      if (cVar1 == '\0') {
        CChoreoScene::Think(this_00,*(float *)(this + 0x4a0));
        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)