L L4D2node

CSceneEntity::ClearSceneEvents

0x00812ed0 · 269 bytes · __thiscall

_ZN12CSceneEntity16ClearSceneEventsEP12CChoreoSceneb

Decompiled

undefined (3 params)

/* CSceneEntity::ClearSceneEvents(CChoreoScene*, bool) */

void __thiscall
CSceneEntity::ClearSceneEvents(CSceneEntity *this,CChoreoScene *param_1,bool param_2)

{
  char cVar1;
  undefined1 *puVar2;
  CBaseFlex *this_00;
  int iVar3;
  CChoreoEvent *this_01;
  CChoreoScene *pCVar4;
  int iVar5;
  
  if (*(int *)(this + 0x4f0) != 0) {
    puVar2 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x444) != (undefined1 *)0x0) {
      puVar2 = *(undefined1 **)(this + 0x444);
    }
    iVar5 = 0;
    Scene_Printf("%s : %8.2f:  clearing events\n",puVar2,(double)*(float *)(this + 0x49c));
    while( true ) {
      iVar3 = CChoreoScene::GetNumActors(*(CChoreoScene **)(this + 0x4f0));
      if (iVar3 <= iVar5) break;
      this_00 = (CBaseFlex *)(**(code **)(*(int *)this + 0x3dc))(this,iVar5);
      if (this_00 != (CBaseFlex *)0x0) {
        CBaseFlex::ClearSceneEvents(this_00,param_1,param_2);
      }
      iVar5 = iVar5 + 1;
    }
    iVar5 = 0;
    while( true ) {
      iVar3 = CChoreoScene::GetNumEvents(param_1);
      if (iVar3 <= iVar5) break;
      this_01 = (CChoreoEvent *)CChoreoScene::GetEvent(param_1,iVar5);
      if (this_01 != (CChoreoEvent *)0x0) {
        iVar3 = CChoreoEvent::GetType(this_01);
        if (iVar3 == 0xb) {
          cVar1 = CChoreoScene::IsSubScene(param_1);
          if (cVar1 == '\0') {
            pCVar4 = (CChoreoScene *)CChoreoEvent::GetSubScene(this_01);
            if (pCVar4 != (CChoreoScene *)0x0) {
              ClearSceneEvents(this,pCVar4,param_2);
            }
          }
        }
      }
      iVar5 = iVar5 + 1;
    }
  }
  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)