CSceneEntity::ResumePlayback
0x00810b00 · 116 bytes · __thiscall
_ZN12CSceneEntity14ResumePlaybackEv
Decompiled
undefined (1 param)
/* CSceneEntity::ResumePlayback() */
void __thiscall CSceneEntity::ResumePlayback(CSceneEntity *this)
{
CBaseEdict *this_00;
int iVar1;
if (((this[0x494] != (CSceneEntity)0x0) && (this[0x495] != (CSceneEntity)0x0)) &&
(*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0)) {
CChoreoScene::ResumeSimulation(*(CChoreoScene **)(this + 0x4f0));
if (this[0x495] != (CSceneEntity)0x0) {
if (this[0x6c] == (CSceneEntity)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CSceneEntity)((byte)this[0x70] | 1);
}
this[0x495] = (CSceneEntity)0x0;
}
this[0x4bc] = (CSceneEntity)0x0;
}
return;
}
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.