L L4D2node

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 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)