L L4D2node

CSceneManager::IsRunningScriptedSceneWithSpeech

0x00814740 · 238 bytes · __thiscall

_ZN13CSceneManager32IsRunningScriptedSceneWithSpeechEP9CBaseFlexb

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  uint uVar2;
  CSceneEntity *this_00;
  char cVar3;
  int iVar4;
  undefined4 uVar5;
  undefined *puVar6;
  int iVar7;
  
  iVar7 = 0;
  iVar1 = *(int *)(this + 0x44c);
  if (0 < iVar1) {
    do {
      uVar2 = *(uint *)(*(int *)(this + 0x440) + iVar7 * 4);
      if ((((((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 &&
            (this_00[0x494] != (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' &&
           (*(CChoreoScene **)(this_00 + 0x4f0) != (CChoreoScene *)0x0)) &&
          (uVar5 = CChoreoScene::HasUnplayedSpeech(*(CChoreoScene **)(this_00 + 0x4f0)),
          (char)uVar5 != '\0')))) {
        return uVar5;
      }
      iVar7 = iVar7 + 1;
    } while (iVar7 != 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)