CSceneManager::ResumeActorsScenes
0x00814020 · 319 bytes · __thiscall
_ZN13CSceneManager18ResumeActorsScenesEP9CBaseFlexb
Decompiled
undefined (3 params)
/* CSceneManager::ResumeActorsScenes(CBaseFlex*, bool) */
void __thiscall
CSceneManager::ResumeActorsScenes(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("Resuming 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,"Resume",this_00,this_00,local_30,0);
} while (iVar8 != iVar1);
}
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.