CSceneEntity::LoadScene
0x008152d0 · 403 bytes · __cdecl
_ZN12CSceneEntity9LoadSceneEPKcP20IChoreoEventCallback
Decompiled
undefined (2 params)
/* CSceneEntity::LoadScene(char const*, IChoreoEventCallback*) */
CChoreoScene * CSceneEntity::LoadScene(char *param_1,IChoreoEventCallback *param_2)
{
char cVar1;
CChoreoScene *this;
CChoreoScene *pCVar2;
int in_GS_OFFSET;
uchar *local_164;
int local_160;
CUtlBuffer local_15c [56];
char local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
DevMsg(2,"Blocking load of scene from \'%s\'\n",param_1);
V_strncpy(local_124,param_1,0x104);
V_SetExtension(local_124,".vcd",0x104);
V_FixSlashes(local_124,'/');
cVar1 = CopySceneFileIntoMemory(local_124,&local_164,&local_160);
if (cVar1 == '\0') {
MissingSceneWarning(local_124);
pCVar2 = (CChoreoScene *)0x0;
}
else {
this = ::operator_new(0x218);
/* try { // try from 0081538a to 0081538e has its CatchHandler @ 00815483 */
CChoreoScene::CChoreoScene(this,(IChoreoEventCallback *)0x0);
CUtlBuffer::CUtlBuffer(local_15c,local_164,local_160,8);
/* try { // try from 008153cc to 0081543f has its CatchHandler @ 00815471 */
cVar1 = CChoreoScene::RestoreFromBinaryBuffer
(this,local_15c,local_124,(IChoreoStringPool *)&g_ChoreoStringPool);
pCVar2 = this;
if (cVar1 == '\0') {
Warning("CSceneEntity::LoadScene: Unable to load binary scene \'%s\'\n",local_124);
if (this != (CChoreoScene *)0x0) {
CChoreoScene::~CChoreoScene(this);
pCVar2 = (CChoreoScene *)0x0;
operator_delete(this);
}
}
else {
CChoreoScene::SetPrintFunc(this,Scene_Printf);
CChoreoScene::SetEventCallbackInterface(this,param_2);
}
if (local_164 != (uchar *)0x0) {
operator_delete__(local_164);
}
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_15c);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return pCVar2;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.