L L4D2node

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 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)