L L4D2node

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 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)