CInstancedSceneEntity::OnRestore
0x00815920 · 135 bytes · __thiscall
_ZN21CInstancedSceneEntity9OnRestoreEv
Decompiled
undefined (1 param)
/* CInstancedSceneEntity::OnRestore() */
void __thiscall CInstancedSceneEntity::OnRestore(CInstancedSceneEntity *this)
{
uint uVar1;
undefined *puVar2;
if ((this[0x718] != (CInstancedSceneEntity)0x0) &&
((((uVar1 = *(uint *)(this + 0x714), uVar1 == 0xffffffff ||
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar2 + 4) == 0)))) {
UTIL_Remove((CBaseEntity *)this);
return;
}
if (*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0) {
CChoreoScene::SetBackground(*(CChoreoScene **)(this + 0x4f0),(bool)this[0x7a4]);
}
CSceneEntity::OnRestore((CSceneEntity *)this);
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.