L L4D2node

CSceneManager::IsRunningScriptedSceneAndNotPaused

0x00814660 · 213 bytes · __thiscall

_ZN13CSceneManager34IsRunningScriptedSceneAndNotPausedEP9CBaseFlexb

Decompiled

undefined (3 params)

/* CSceneManager::IsRunningScriptedSceneAndNotPaused(CBaseFlex*, bool) */

undefined4 __thiscall
CSceneManager::IsRunningScriptedSceneAndNotPaused
          (CSceneManager *this,CBaseFlex *param_1,bool param_2)

{
  int iVar1;
  uint uVar2;
  CSceneEntity *this_00;
  int iVar3;
  undefined4 uVar4;
  undefined *puVar5;
  int iVar6;
  
  iVar6 = 0;
  iVar1 = *(int *)(this + 0x44c);
  if (0 < iVar1) {
    do {
      uVar2 = *(uint *)(*(int *)(this + 0x440) + iVar6 * 4);
      if ((((((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 &&
            (this_00[0x494] != (CSceneEntity)0x0)))) &&
          ((this_00[0x495] == (CSceneEntity)0x0 &&
           ((!param_2 ||
            (iVar3 = __dynamic_cast(this_00,&CSceneEntity::typeinfo,&CInstancedSceneEntity::typeinfo
                                    ,0), iVar3 == 0)))))) &&
         (uVar4 = CSceneEntity::InvolvesActor(this_00,(CBaseEntity *)param_1), (char)uVar4 != '\0'))
      {
        return uVar4;
      }
      iVar6 = iVar6 + 1;
    } while (iVar6 != iVar1);
  }
  return 0;
}

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)