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 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.