L L4D2node

CSceneEntity::InputStartPlayback

0x00815f00 · 109 bytes · __thiscall

_ZN12CSceneEntity18InputStartPlaybackER11inputdata_t

Decompiled

undefined (2 params)

/* CSceneEntity::InputStartPlayback(inputdata_t&) */

void __thiscall CSceneEntity::InputStartPlayback(CSceneEntity *this,inputdata_t *param_1)

{
  int *piVar1;
  undefined4 *puVar2;
  
  if (((this[0x494] == (CSceneEntity)0x0) && (this[0x4bd] == (CSceneEntity)0x0)) &&
     (this[0x4be] == (CSceneEntity)0x0)) {
    ClearActivatorTargets(this);
    piVar1 = *(int **)param_1;
    if (piVar1 == (int *)0x0) {
      *(undefined4 *)(this + 0x704) = 0xffffffff;
    }
    else {
      puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
      *(undefined4 *)(this + 0x704) = *puVar2;
    }
                    /* WARNING: Could not recover jumptable at 0x00815f5f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0x354))();
    return;
  }
  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)