L L4D2node

CSceneEntity::EstimateLength

0x00813ba0 · 50 bytes · __thiscall

_ZN12CSceneEntity14EstimateLengthEv

Decompiled

undefined (1 param)

/* CSceneEntity::EstimateLength() */

void __thiscall CSceneEntity::EstimateLength(CSceneEntity *this)

{
  char *pcVar1;
  
  if (*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0) {
    CChoreoScene::FindStopTime(*(CChoreoScene **)(this + 0x4f0));
    return;
  }
  pcVar1 = "";
  if (*(char **)(this + 0x444) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x444);
  }
  GetSceneDuration(pcVar1);
  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)