CSceneEntity::UnloadScene
0x00812ff0 · 154 bytes · __thiscall
_ZN12CSceneEntity11UnloadSceneEv
Decompiled
undefined (1 param)
/* CSceneEntity::UnloadScene() */
void __thiscall CSceneEntity::UnloadScene(CSceneEntity *this)
{
CChoreoScene *pCVar1;
int iVar2;
int iVar3;
undefined4 uVar4;
if (*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0) {
uVar4 = 0;
iVar3 = 0;
ClearSceneEvents(this,*(CChoreoScene **)(this + 0x4f0),false);
while( true ) {
iVar2 = CChoreoScene::GetNumActors(*(CChoreoScene **)(this + 0x4f0));
if (iVar2 <= iVar3) break;
pCVar1 = (CChoreoScene *)(**(code **)(*(int *)this + 0x3dc))(this,iVar3,uVar4);
if (pCVar1 != (CChoreoScene *)0x0) {
uVar4 = 0;
CBaseFlex::RemoveChoreoScene(pCVar1,SUB41(*(undefined4 *)(this + 0x4f0),0));
}
iVar3 = iVar3 + 1;
}
pCVar1 = *(CChoreoScene **)(this + 0x4f0);
if (pCVar1 != (CChoreoScene *)0x0) {
CChoreoScene::~CChoreoScene(pCVar1);
operator_delete(pCVar1);
}
}
*(undefined4 *)(this + 0x4f0) = 0;
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.