L L4D2node

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 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)