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 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.