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 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.