L L4D2node

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 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)