L L4D2node

GetSceneManager

0x00811420 · 323 bytes · unknown

_Z15GetSceneManagerv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetSceneManager() */

undefined4 GetSceneManager(void)

{
  int *piVar1;
  uint *puVar2;
  int iVar3;
  undefined4 *puVar4;
  uint uVar5;
  
  if ((GetSceneManager()::s_SceneManager == '\0') &&
     (iVar3 = __cxa_guard_acquire(&GetSceneManager()::s_SceneManager), iVar3 != 0)) {
    GetSceneManager()::s_SceneManager = 0xffffffff;
    __cxa_guard_release(&GetSceneManager()::s_SceneManager);
  }
  if (GetSceneManager()::s_SceneManager != 0xffffffff) {
    uVar5 = GetSceneManager()::s_SceneManager & 0xfff;
    puVar4 = (undefined4 *)(g_pEntityList + uVar5 * 0x10 + 4);
    if (((puVar4 != (undefined4 *)0x0) &&
        (*(uint *)(g_pEntityList + uVar5 * 0x10 + 8) == GetSceneManager()::s_SceneManager >> 0xc))
       && (*(int *)(g_pEntityList + uVar5 * 0x10 + 4) != 0)) goto LAB_0081153d;
  }
  piVar1 = (int *)CreateEntityByName("scene_manager",-1,true);
  if (piVar1 == (int *)0x0) {
    GetSceneManager()::s_SceneManager = 0xffffffff;
    return 0;
  }
  puVar2 = (uint *)(**(code **)(*piVar1 + 0xc))(piVar1);
  GetSceneManager()::s_SceneManager = *puVar2;
  if (GetSceneManager()::s_SceneManager == 0xffffffff) {
    return 0;
  }
  uVar5 = GetSceneManager()::s_SceneManager & 0xfff;
  puVar4 = (undefined4 *)(g_pEntityList + uVar5 * 0x10 + 4);
  if (puVar4 == (undefined4 *)0x0) {
    puVar4 = (undefined4 *)0x0;
  }
  else if ((*(uint *)(g_pEntityList + uVar5 * 0x10 + 8) == GetSceneManager()::s_SceneManager >> 0xc)
          && (piVar1 = *(int **)(g_pEntityList + uVar5 * 0x10 + 4), piVar1 != (int *)0x0)) {
    (**(code **)(*piVar1 + 100))(piVar1);
    if (GetSceneManager()::s_SceneManager == 0xffffffff) {
      return 0;
    }
    puVar4 = (undefined4 *)(g_pEntityList + (GetSceneManager()::s_SceneManager & 0xfff) * 0x10 + 4);
  }
LAB_0081153d:
  if ((puVar4 != (undefined4 *)0x0) && (puVar4[1] == GetSceneManager()::s_SceneManager >> 0xc)) {
    return *puVar4;
  }
  return 0;
}

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)