CSceneEntity::DispatchStartInterrupt
0x0080fb20 · 98 bytes · __cdecl
_ZN12CSceneEntity22DispatchStartInterruptEP12CChoreoSceneP12CChoreoEvent
Decompiled
undefined (2 params)
/* CSceneEntity::DispatchStartInterrupt(CChoreoScene*, CChoreoEvent*) */
void CSceneEntity::DispatchStartInterrupt(CChoreoScene *param_1,CChoreoEvent *param_2)
{
undefined1 *puVar1;
if (param_1[0x6f8] == (CChoreoScene)0x0) {
if (param_1[0x4a4] != (CChoreoScene)0x0) {
param_1[0x4a4] = (CChoreoScene)0x0;
puVar1 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 0x444) != (undefined1 *)0x0) {
puVar1 = *(undefined1 **)(param_1 + 0x444);
}
Scene_Printf("%s : cancelled via interrupt\n",puVar1);
/* WARNING: Could not recover jumptable at 0x0080fb73. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_1 + 0x360))();
return;
}
*(int *)(param_1 + 0x6c0) = *(int *)(param_1 + 0x6c0) + 1;
}
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.