L L4D2node

CSceneEntity::ClearSchedules

0x00813090 · 124 bytes · __thiscall

_ZN12CSceneEntity14ClearSchedulesEP12CChoreoScene

Decompiled

undefined (2 params)

/* CSceneEntity::ClearSchedules(CChoreoScene*) */

void __thiscall CSceneEntity::ClearSchedules(CSceneEntity *this,CChoreoScene *param_1)

{
  char cVar1;
  int iVar2;
  CChoreoEvent *this_00;
  CChoreoScene *pCVar3;
  int iVar4;
  
  if (*(int *)(this + 0x4f0) != 0) {
    iVar4 = 0;
    while( true ) {
      iVar2 = CChoreoScene::GetNumEvents(param_1);
      if (iVar2 <= iVar4) break;
      this_00 = (CChoreoEvent *)CChoreoScene::GetEvent(param_1,iVar4);
      if (this_00 != (CChoreoEvent *)0x0) {
        iVar2 = CChoreoEvent::GetType(this_00);
        if (iVar2 == 0xb) {
          cVar1 = CChoreoScene::IsSubScene(param_1);
          if (cVar1 == '\0') {
            pCVar3 = (CChoreoScene *)CChoreoEvent::GetSubScene(this_00);
            if (pCVar3 != (CChoreoScene *)0x0) {
              ClearSchedules(this,pCVar3);
            }
          }
        }
      }
      iVar4 = iVar4 + 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)