L L4D2node

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 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)