CSceneManager::QueueActorsScenesToResume
0x00814170 · 231 bytes · __thiscall
_ZN13CSceneManager25QueueActorsScenesToResumeEP9CBaseFlexb
Decompiled
undefined (3 params)
/* CSceneManager::QueueActorsScenesToResume(CBaseFlex*, bool) */
void __thiscall
CSceneManager::QueueActorsScenesToResume(CSceneManager *this,CBaseFlex *param_1,bool param_2)
{
int iVar1;
uint uVar2;
CSceneEntity *this_00;
char cVar3;
int iVar4;
undefined *puVar5;
int iVar6;
iVar6 = 0;
iVar1 = *(int *)(this + 0x44c);
if (0 < iVar1) {
do {
while (((((uVar2 = *(uint *)(*(int *)(this + 0x440) + iVar6 * 4), uVar2 == 0xffffffff ||
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)
) || (*(uint *)(puVar5 + 8) != uVar2 >> 0xc)) ||
(this_00 = *(CSceneEntity **)(puVar5 + 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 || (this_00[0x495] == (CSceneEntity)0x0)))))
)))) {
iVar6 = iVar6 + 1;
if (iVar6 == iVar1) {
return;
}
}
iVar6 = iVar6 + 1;
(**(code **)(*(int *)this_00 + 0x368))(this_00);
} while (iVar6 != 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.