L L4D2node

CSceneEntity::DispatchStopPoint

0x0080fac0 · 88 bytes · __cdecl

_ZN12CSceneEntity17DispatchStopPointEP12CChoreoScenePKc

Decompiled

undefined (2 params)

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

void CSceneEntity::DispatchStopPoint(CChoreoScene *param_1,char *param_2)

{
  if (param_1[0x6cc] != (CChoreoScene)0x0) {
    Warning();
    return;
  }
  param_1[0x6cc] = (CChoreoScene)0x1;
  COutputEvent::FireOutput
            ((COutputEvent *)(param_1 + 0x510),(CBaseEntity *)param_1,(CBaseEntity *)param_1,0.0);
  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)