CSceneEntity::CancelIfSceneInvolvesActor
0x00812180 · 100 bytes · __thiscall
_ZN12CSceneEntity26CancelIfSceneInvolvesActorEP11CBaseEntity
Decompiled
undefined (2 params)
/* CSceneEntity::CancelIfSceneInvolvesActor(CBaseEntity*) */
void __thiscall CSceneEntity::CancelIfSceneInvolvesActor(CSceneEntity *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 uVar2;
undefined1 *puVar3;
cVar1 = InvolvesActor(this,param_1);
if (cVar1 == '\0') {
return;
}
uVar2 = CBaseEntity::GetDebugName(param_1);
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x444) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0x444);
}
Scene_Printf("%s : cancelled for \'%s\'\n",puVar3,uVar2);
/* WARNING: Could not recover jumptable at 0x008121e5. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x360))();
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.