RemoveActorFromScriptedScenes
0x00814c20 · 64 bytes · __cdecl
_Z29RemoveActorFromScriptedScenesP9CBaseFlexbbPKc
Decompiled
undefined (4 params)
/* RemoveActorFromScriptedScenes(CBaseFlex*, bool, bool, char const*) */
void RemoveActorFromScriptedScenes(CBaseFlex *param_1,bool param_2,bool param_3,char *param_4)
{
CSceneManager *this;
this = (CSceneManager *)GetSceneManager();
CSceneManager::RemoveActorFromScenes(this,param_1,param_2,param_3,param_4);
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.