CSceneManager::IsInInterruptableScenes
0x00813f50 · 189 bytes · __thiscall
_ZN13CSceneManager23IsInInterruptableScenesEP9CBaseFlex
Decompiled
undefined (2 params)
/* CSceneManager::IsInInterruptableScenes(CBaseFlex*) */
undefined4 __thiscall CSceneManager::IsInInterruptableScenes(CSceneManager *this,CBaseFlex *param_1)
{
int iVar1;
uint uVar2;
CSceneEntity *this_00;
char cVar3;
undefined *puVar4;
int iVar5;
iVar5 = 0;
iVar1 = *(int *)(this + 0x44c);
if (0 < iVar1) {
do {
uVar2 = *(uint *)(*(int *)(this + 0x440) + iVar5 * 4);
if (((((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
(this_00 = *(CSceneEntity **)(puVar4 + 4), this_00 != (CSceneEntity *)0x0)) &&
(((*(CChoreoScene **)(this_00 + 0x4f0) == (CChoreoScene *)0x0 ||
(cVar3 = CChoreoScene::IsBackground(*(CChoreoScene **)(this_00 + 0x4f0)), cVar3 == '\0'))
&& ((cVar3 = CSceneEntity::InvolvesActor(this_00,(CBaseEntity *)param_1), cVar3 != '\0' &&
((this_00[0x494] != (CSceneEntity)0x0 && (*(int *)(this_00 + 0x6c0) < 1)))))))) {
return 0;
}
iVar5 = iVar5 + 1;
} while (iVar5 != iVar1);
}
return 1;
}
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
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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.