L L4D2node

CSceneEntity::DispatchProcessLoop

0x00811890 · 171 bytes · __thiscall

_ZN12CSceneEntity19DispatchProcessLoopEP12CChoreoSceneP12CChoreoEvent

Decompiled

undefined (3 params)

/* CSceneEntity::DispatchProcessLoop(CChoreoScene*, CChoreoEvent*) */

void __thiscall
CSceneEntity::DispatchProcessLoop(CSceneEntity *this,CChoreoScene *param_1,CChoreoEvent *param_2)

{
  char *__nptr;
  int iVar1;
  double dVar2;
  
  if (this[0x6f8] != (CSceneEntity)0x0) {
    return;
  }
  __nptr = (char *)CChoreoEvent::GetParameters(param_2);
  dVar2 = strtod(__nptr,(char **)0x0);
  iVar1 = CChoreoEvent::GetLoopCount(param_2);
  if (iVar1 != -1) {
    iVar1 = CChoreoEvent::GetNumLoopsRemaining(param_2);
    if (iVar1 < 1) {
      return;
    }
    CChoreoEvent::SetNumLoopsRemaining(param_2,iVar1 + -1);
  }
  CChoreoScene::LoopToTime(param_1,(float)dVar2);
  SetCurrentTime(this,(float)dVar2,true);
  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)