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 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.