CSceneEntity::CheckEvent
0x0080fc10 · 173 bytes · __thiscall
_ZN12CSceneEntity10CheckEventEfP12CChoreoSceneP12CChoreoEvent
Decompiled
undefined (4 params)
/* CSceneEntity::CheckEvent(float, CChoreoScene*, CChoreoEvent*) */
undefined4 __thiscall
CSceneEntity::CheckEvent
(CSceneEntity *this,float param_1,CChoreoScene *param_2,CChoreoEvent *param_3)
{
int iVar1;
CChoreoActor *this_00;
CBaseFlex *this_01;
undefined4 uVar2;
undefined1 *puVar3;
iVar1 = CChoreoEvent::GetType(param_3);
if (iVar1 != 0xb) {
this_00 = (CChoreoActor *)CChoreoEvent::GetActor(param_3);
if (this_00 != (CChoreoActor *)0x0) {
this_01 = (CBaseFlex *)(**(code **)(*(int *)this + 0x3e0))(this,this_00);
if (this_01 != (CBaseFlex *)0x0) {
uVar2 = CBaseFlex::CheckSceneEvent(this_01,param_1,param_2,param_3);
return uVar2;
}
uVar2 = CChoreoActor::GetName(this_00);
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0x154);
}
Warning("CSceneEntity %s unable to find actor \"%s\"\n",puVar3,uVar2);
}
}
return 1;
}
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.