L L4D2node

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 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)