L L4D2node

CInstancedSceneEntity::OnLoaded

0x00810a60 · 53 bytes · __thiscall

_ZN21CInstancedSceneEntity8OnLoadedEv

Decompiled

undefined (1 param)

/* CInstancedSceneEntity::OnLoaded() */

void __thiscall CInstancedSceneEntity::OnLoaded(CInstancedSceneEntity *this)

{
  CSceneEntity::OnLoaded((CSceneEntity *)this);
  if (*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0) {
    CChoreoScene::SetBackground(*(CChoreoScene **)(this + 0x4f0),(bool)this[0x7a4]);
  }
  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)