L L4D2node

CSceneEntity::CheckInterruptCompletion

0x00810980 · 112 bytes · __thiscall

_ZN12CSceneEntity24CheckInterruptCompletionEv

Decompiled

undefined (1 param)

/* CSceneEntity::CheckInterruptCompletion() */

void __thiscall CSceneEntity::CheckInterruptCompletion(CSceneEntity *this)

{
  uint uVar1;
  undefined *puVar2;
  
  if (this[0x6c4] != (CSceneEntity)0x0) {
    uVar1 = *(uint *)(this + 0x6c8);
    if ((((uVar1 == 0xffffffff) ||
         (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
        (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) ||
       ((*(int *)(puVar2 + 4) == 0 || (this[0x6cd] != (CSceneEntity)0x0)))) {
      this[0x6c4] = (CSceneEntity)0x0;
      *(undefined4 *)(this + 0x6c8) = 0xffffffff;
                    /* WARNING: Could not recover jumptable at 0x008109db. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x35c))();
      return;
    }
  }
  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)