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 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.