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 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.