CSceneListManager::SceneStarted
0x00815050 · 243 bytes · __thiscall
_ZN17CSceneListManager12SceneStartedEP11CBaseEntity
Decompiled
undefined (2 params)
/* CSceneListManager::SceneStarted(CBaseEntity*) */
void __thiscall CSceneListManager::SceneStarted(CSceneListManager *this,CBaseEntity *param_1)
{
uint uVar1;
undefined *puVar2;
int iVar3;
int iVar4;
bool bVar5;
bVar5 = false;
iVar3 = 0xf;
do {
uVar1 = *(uint *)(this + iVar3 * 4 + 0x494);
if ((((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
(*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0)) {
if (bVar5) {
RemoveScene(this,iVar3);
}
else {
bVar5 = param_1 == *(CBaseEntity **)(puVar2 + 4);
}
}
iVar3 = iVar3 + -1;
} while (iVar3 != -1);
if ((bVar5) && (iVar3 = *(int *)(this + 0x44c), 0 < iVar3)) {
iVar4 = 0;
do {
while (((uVar1 = *(uint *)(*(int *)(this + 0x440) + iVar4 * 4), uVar1 == 0xffffffff ||
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc))
|| ((*(uint *)(puVar2 + 8) != uVar1 >> 0xc ||
(*(CSceneListManager **)(puVar2 + 4) == (CSceneListManager *)0x0))))) {
iVar4 = iVar4 + 1;
if (iVar4 == iVar3) {
return;
}
}
iVar4 = iVar4 + 1;
SceneStarted(*(CSceneListManager **)(puVar2 + 4),(CBaseEntity *)this);
} while (iVar4 != iVar3);
}
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.