CSceneEntity::InvolvesActor
0x00812110 · 96 bytes · __thiscall
_ZN12CSceneEntity13InvolvesActorEP11CBaseEntity
Decompiled
undefined (2 params)
/* CSceneEntity::InvolvesActor(CBaseEntity*) */
undefined4 __thiscall CSceneEntity::InvolvesActor(CSceneEntity *this,CBaseEntity *param_1)
{
CBaseEntity *pCVar1;
CChoreoScene *this_00;
int iVar2;
int iVar3;
this_00 = *(CChoreoScene **)(this + 0x4f0);
if (this_00 != (CChoreoScene *)0x0) {
iVar3 = 0;
while( true ) {
iVar2 = CChoreoScene::GetNumActors(this_00);
if (iVar2 <= iVar3) break;
pCVar1 = (CBaseEntity *)(**(code **)(*(int *)this + 0x3dc))(this,iVar3);
if ((pCVar1 != (CBaseEntity *)0x0) && (pCVar1 == param_1)) {
return 1;
}
this_00 = *(CChoreoScene **)(this + 0x4f0);
iVar3 = iVar3 + 1;
}
}
return 0;
}
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.