L L4D2node

CSceneManager::PauseActorsScenes

0x00813e00 · 319 bytes · __thiscall

_ZN13CSceneManager17PauseActorsScenesEP9CBaseFlexb

Decompiled

undefined (3 params)

/* CSceneManager::PauseActorsScenes(CBaseFlex*, bool) */

void __thiscall
CSceneManager::PauseActorsScenes(CSceneManager *this,CBaseFlex *param_1,bool param_2)

{
  int iVar1;
  uint uVar2;
  CSceneEntity *this_00;
  char cVar3;
  int iVar4;
  undefined4 uVar5;
  undefined *puVar6;
  undefined1 *puVar7;
  int iVar8;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  iVar8 = 0;
  iVar1 = *(int *)(this + 0x44c);
  if (0 < iVar1) {
    do {
      while (((((uVar2 = *(uint *)(*(int *)(this + 0x440) + iVar8 * 4), uVar2 == 0xffffffff ||
                (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)
                ) || (*(uint *)(puVar6 + 8) != uVar2 >> 0xc)) ||
              ((this_00 = *(CSceneEntity **)(puVar6 + 4), this_00 == (CSceneEntity *)0x0 ||
               ((param_2 &&
                (iVar4 = __dynamic_cast(this_00,&CSceneEntity::typeinfo,
                                        &CInstancedSceneEntity::typeinfo,0), iVar4 == 0)))))) ||
             ((cVar3 = CSceneEntity::InvolvesActor(this_00,(CBaseEntity *)param_1), cVar3 == '\0' ||
              (this_00[0x494] == (CSceneEntity)0x0))))) {
        iVar8 = iVar8 + 1;
        if (iVar8 == iVar1) {
          return;
        }
      }
      puVar7 = &DAT_00d539c2;
      if (*(undefined1 **)(this_00 + 0x444) != (undefined1 *)0x0) {
        puVar7 = *(undefined1 **)(this_00 + 0x444);
      }
      iVar8 = iVar8 + 1;
      uVar5 = CBaseEntity::GetDebugName((CBaseEntity *)param_1);
      Scene_Printf("Pausing actor %s scripted scene: %s\n",uVar5,puVar7);
      local_30[0] = 0;
      local_24 = 0xffffffff;
      local_20 = 0;
      (**(code **)(*(int *)this_00 + 0xb4))(this_00,"Pause",this_00,this_00,local_30,0);
    } while (iVar8 != iVar1);
  }
  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)