L L4D2node

CSceneEntity::QueueResumePlayback

0x008138b0 · 192 bytes · __thiscall

_ZN12CSceneEntity19QueueResumePlaybackEv

Decompiled

undefined (1 param)

/* CSceneEntity::QueueResumePlayback() */

void __thiscall CSceneEntity::QueueResumePlayback(CSceneEntity *this)

{
  int iVar1;
  char *pcVar2;
  longdouble lVar3;
  
  if (*(char **)(this + 0x448) != (char *)0x0) {
    iVar1 = V_stristr(*(char **)(this + 0x448),".vcd");
    if (iVar1 != 0) {
      pcVar2 = "";
      if (*(char **)(this + 0x448) != (char *)0x0) {
        pcVar2 = *(char **)(this + 0x448);
      }
      lVar3 = (longdouble)
              InstancedScriptedScene
                        ((CBaseFlex *)0x0,pcVar2,(CHandle *)(this + 0x44c),0.0,false,
                         (AI_Response *)0x0,false,(IRecipientFilter *)0x0);
      if ((float)lVar3 != 0.0) {
        this[0x450] = (CSceneEntity)0x1;
        return;
      }
    }
    (**(code **)(*(int *)this + 0x3dc))(this,0);
  }
                    /* WARNING: Could not recover jumptable at 0x00813973. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x35c))();
  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)