CSceneEntity::OnRestore
0x00815610 · 741 bytes · __thiscall
_ZN12CSceneEntity9OnRestoreEv
Decompiled
undefined (1 param)
/* CSceneEntity::OnRestore() */
void __thiscall CSceneEntity::OnRestore(CSceneEntity *this)
{
byte *pbVar1;
CSceneEntity CVar2;
CBaseEdict *pCVar3;
char cVar4;
CChoreoScene *this_00;
CBaseFlex *this_01;
int iVar5;
char *pcVar6;
undefined1 *puVar7;
int iVar8;
CBaseEntity::OnRestore((CBaseEntity *)this);
if ((*(float *)(this + 0x4a8) < 0.25) || (2.5 < *(float *)(this + 0x4a8))) {
*(undefined4 *)(this + 0x4a8) = 0x3f800000;
}
if (this[0x494] != (CSceneEntity)0x0) {
this_00 = *(CChoreoScene **)(this + 0x4f0);
if (this_00 == (CChoreoScene *)0x0) {
pcVar6 = *(char **)(this + 0x444);
if (pcVar6 == (char *)0x0) {
pcVar6 = "";
}
iVar8 = LoadScene(pcVar6,(IChoreoEventCallback *)(this + 0x440));
*(int *)(this + 0x4f0) = iVar8;
if (iVar8 == 0) {
this[0x4ec] = (CSceneEntity)0x1;
return;
}
(**(code **)(*(int *)this + 0x334))(this);
cVar4 = ShouldNetwork(this);
if (cVar4 != '\0') {
puVar7 = *(undefined1 **)(this + 0x444);
if (puVar7 == (undefined1 *)0x0) {
puVar7 = &DAT_00d539c2;
}
iVar8 = (**(code **)(*g_pStringTableClientSideChoreoScenes + 0x24))
(g_pStringTableClientSideChoreoScenes,1,puVar7,0xffffffff,0);
if (iVar8 != *(int *)(this + 0x4f4)) {
if (this[0x6c] == (CSceneEntity)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CSceneEntity)((byte)this[0x70] | 1);
}
*(int *)(this + 0x4f4) = iVar8;
}
}
(**(code **)(*(int *)this + 0x58))(this);
this_00 = *(CChoreoScene **)(this + 0x4f0);
}
this[0x4ec] = (CSceneEntity)0x0;
for (iVar8 = 0; iVar5 = CChoreoScene::GetNumActors(this_00), iVar8 < iVar5; iVar8 = iVar8 + 1) {
this_01 = (CBaseFlex *)(**(code **)(*(int *)this + 0x3dc))(this,iVar8);
if ((this_01 != (CBaseFlex *)0x0) &&
(iVar5 = (**(code **)(*(int *)this_01 + 0x144))(this_01), iVar5 != 0)) {
CBaseFlex::StartChoreoScene(this_01,*(CChoreoScene **)(this + 0x4f0));
}
this_00 = *(CChoreoScene **)(this + 0x4f0);
}
CVar2 = this[0x495];
if (CVar2 != (CSceneEntity)0x0) {
if (this[0x6c] == (CSceneEntity)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar8 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar8 + 2) = 0;
}
}
else {
this[0x70] = (CSceneEntity)((byte)this[0x70] | 1);
}
this[0x495] = (CSceneEntity)0x0;
}
CChoreoScene::ResetSimulation
(*(CChoreoScene **)(this + 0x4f0),true,*(float *)(this + 0x49c) - 0.001,
*(float *)(this + 0x49c));
CChoreoScene::SetTime(*(CChoreoScene **)(this + 0x4f0),*(float *)(this + 0x49c) - 0.001);
SetCurrentTime(this,*(float *)(this + 0x49c),true);
this[0x6f8] = (CSceneEntity)0x1;
if (*(int *)(this + 0x4f0) != 0) {
pbVar1 = (byte *)(*(int *)(this + 0x4f0) + 0x20c);
*pbVar1 = *pbVar1 | 0x10;
}
(**(code **)(*(int *)this + 0x33c))(this,0x3a83126f);
this[0x6f8] = (CSceneEntity)0x0;
if (*(int *)(this + 0x4f0) != 0) {
pbVar1 = (byte *)(*(int *)(this + 0x4f0) + 0x20c);
*pbVar1 = *pbVar1 & 0xef;
}
if (CVar2 == (CSceneEntity)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
}
else {
(**(code **)(*(int *)this + 0x358))(this);
pCVar3 = *(CBaseEdict **)(this + 0x30);
}
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar8 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar8 + 2) = 0;
}
}
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.