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 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.