CSceneEntity::InterruptThisScene
0x00818380 · 109 bytes · __thiscall
_ZN12CSceneEntity18InterruptThisSceneEPS_
Decompiled
undefined (2 params)
/* CSceneEntity::InterruptThisScene(CSceneEntity*) */
undefined4 __thiscall CSceneEntity::InterruptThisScene(CSceneEntity *this,CSceneEntity *param_1)
{
undefined4 uVar1;
undefined4 *puVar2;
uVar1 = 0;
if ((0 < *(int *)(this + 0x6c0)) && (this[0x6c4] == (CSceneEntity)0x0)) {
this[0x6c4] = (CSceneEntity)0x1;
if (param_1 == (CSceneEntity *)0x0) {
*(undefined4 *)(this + 0x6c8) = 0xffffffff;
}
else {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x6c8) = *puVar2;
}
RequestCompletionNotification(param_1,this);
(**(code **)(*(int *)this + 0x358))(this);
uVar1 = 1;
}
return uVar1;
}
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.