CSceneEntity::OnSceneFinished
0x00814260 · 749 bytes · __thiscall
_ZN12CSceneEntity15OnSceneFinishedEbb
Decompiled
undefined (3 params)
/* CSceneEntity::OnSceneFinished(bool, bool) */
void __thiscall CSceneEntity::OnSceneFinished(CSceneEntity *this,bool param_1,bool param_2)
{
uint uVar1;
CBaseEdict *pCVar2;
undefined1 *puVar3;
int iVar4;
int *piVar5;
CChoreoScene *pCVar6;
CSceneManager *this_00;
undefined *puVar7;
int iVar8;
if (*(int *)(this + 0x4f0) != 0) {
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x444) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0x444);
}
iVar8 = 0;
Scene_Printf("%s : %8.2f: finished\n",puVar3,(double)*(float *)(this + 0x49c));
iVar4 = *(int *)(this + 0x6dc);
if (0 < iVar4) {
do {
while ((((uVar1 = *(uint *)(*(int *)(this + 0x6d0) + iVar8 * 4), uVar1 != 0xffffffff &&
(puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc
)) && (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) &&
(piVar5 = *(int **)(puVar7 + 4), piVar5 != (int *)0x0))) {
iVar8 = iVar8 + 1;
(**(code **)(*piVar5 + 0x350))(piVar5,this);
if (iVar8 == iVar4) goto LAB_0081431c;
}
iVar8 = iVar8 + 1;
} while (iVar8 != iVar4);
}
LAB_0081431c:
*(undefined4 *)(this + 0x6dc) = 0;
CChoreoScene::ResetSimulation(*(CChoreoScene **)(this + 0x4f0),true,0.0,0.0);
if (this[0x494] != (CSceneEntity)0x0) {
if (this[0x6c] == (CSceneEntity)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CSceneEntity)((byte)this[0x70] | 1);
}
this[0x494] = (CSceneEntity)0x0;
}
if (this[0x495] != (CSceneEntity)0x0) {
if (this[0x6c] == (CSceneEntity)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CSceneEntity)((byte)this[0x70] | 1);
}
this[0x495] = (CSceneEntity)0x0;
}
SetCurrentTime(this,0.0,false);
(**(code **)(*(int *)this + 0x344))(this);
if ((param_2) && (this[0x6cc] == (CSceneEntity)0x0)) {
COutputEvent::FireOutput
((COutputEvent *)(this + 0x510),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
}
iVar4 = (**(code **)(*(int *)this + 0x3dc))(this,0);
if (iVar4 != 0) {
piVar5 = (int *)__dynamic_cast(iVar4,&CBaseFlex::typeinfo,&CBaseMultiplayerPlayer::typeinfo);
if (piVar5 == (int *)0x0) {
iVar4 = __dynamic_cast(iVar4,&CBaseFlex::typeinfo,&CFlexExpresser::typeinfo);
if (iVar4 != 0) {
(**(code **)(**(int **)(iVar4 + 0x1908) + 0xc))(*(int **)(iVar4 + 0x1908));
}
}
else {
piVar5 = (int *)(**(code **)(*piVar5 + 0x77c))(piVar5);
(**(code **)(*piVar5 + 0xc))(piVar5);
}
}
ClearSceneEvents(this,*(CChoreoScene **)(this + 0x4f0),param_1);
for (iVar4 = 0; iVar8 = CChoreoScene::GetNumActors(*(CChoreoScene **)(this + 0x4f0)),
iVar4 < iVar8; iVar4 = iVar4 + 1) {
pCVar6 = (CChoreoScene *)(**(code **)(*(int *)this + 0x3dc))(this,iVar4);
if ((pCVar6 != (CChoreoScene *)0x0) &&
(CBaseFlex::RemoveChoreoScene(pCVar6,SUB41(*(undefined4 *)(this + 0x4f0),0)),
this[0x4bf] != (CSceneEntity)0x0)) {
this_00 = (CSceneManager *)GetSceneManager();
CSceneManager::QueueActorsScenesToResume(this_00,(CBaseFlex *)pCVar6,false);
}
}
}
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.