CSceneEntity::StartPlayback
0x008192c0 · 976 bytes · __thiscall
_ZN12CSceneEntity13StartPlaybackEv
Decompiled
undefined (1 param)
/* CSceneEntity::StartPlayback() */
void __thiscall CSceneEntity::StartPlayback(CSceneEntity *this)
{
uint uVar1;
CBaseEdict *this_00;
char cVar2;
int iVar3;
char *pcVar4;
CBaseEdict *pCVar5;
undefined *puVar6;
undefined1 *puVar7;
int iVar8;
code *local_70;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
undefined2 local_60;
undefined2 local_5e;
undefined2 local_5c;
undefined2 local_5a;
undefined4 local_58;
CUtlSymbolTable local_54 [68];
if (*(int *)(this + 0x4f0) == 0) {
if (this[0x4ec] != (CSceneEntity)0x0) {
return;
}
pcVar4 = *(char **)(this + 0x444);
if (pcVar4 == (char *)0x0) {
pcVar4 = "";
}
iVar3 = LoadScene(pcVar4,(IChoreoEventCallback *)(this + 0x440));
*(int *)(this + 0x4f0) = iVar3;
if (iVar3 == 0) {
puVar7 = *(undefined1 **)(this + 0x444);
if (puVar7 == (undefined1 *)0x0) {
puVar7 = &DAT_00d539c2;
}
DevMsg("%s missing from scenes.image\n",puVar7);
this[0x4ec] = (CSceneEntity)0x1;
return;
}
(**(code **)(*(int *)this + 0x334))(this);
cVar2 = ShouldNetwork(this);
if (cVar2 != '\0') {
puVar7 = *(undefined1 **)(this + 0x444);
if (puVar7 == (undefined1 *)0x0) {
puVar7 = &DAT_00d539c2;
}
iVar3 = (**(code **)(*g_pStringTableClientSideChoreoScenes + 0x24))
(g_pStringTableClientSideChoreoScenes,1,puVar7,0xffffffff,0);
if (iVar3 != *(int *)(this + 0x4f4)) {
if (this[0x6c] == (CSceneEntity)0x0) {
pCVar5 = *(CBaseEdict **)(this + 0x30);
if (pCVar5 != (CBaseEdict *)0x0) {
*(uint *)pCVar5 = *(uint *)pCVar5 | 0x101;
iVar8 = CBaseEdict::GetChangeAccessor(pCVar5);
*(undefined2 *)(iVar8 + 2) = 0;
}
}
else {
this[0x70] = (CSceneEntity)((byte)this[0x70] | 1);
}
*(int *)(this + 0x4f4) = iVar3;
}
}
(**(code **)(*(int *)this + 0x58))(this);
}
if ((this[0x494] != (CSceneEntity)0x0) || (cVar2 = CheckActors(this), cVar2 == '\0')) {
return;
}
this[0x6cc] = (CSceneEntity)0x0;
this[0x4bd] = (CSceneEntity)0x0;
this[0x4be] = (CSceneEntity)0x0;
if (this[0x494] == (CSceneEntity)0x1) {
pCVar5 = *(CBaseEdict **)(this + 0x30);
}
else {
if (this[0x6c] == (CSceneEntity)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
pCVar5 = (CBaseEdict *)0x0;
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
pCVar5 = *(CBaseEdict **)(this + 0x30);
}
}
else {
this[0x70] = (CSceneEntity)((byte)this[0x70] | 1);
pCVar5 = *(CBaseEdict **)(this + 0x30);
}
this[0x494] = (CSceneEntity)0x1;
}
if (pCVar5 != (CBaseEdict *)0x0) {
*(uint *)pCVar5 = *(uint *)pCVar5 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar5);
*(undefined2 *)(iVar3 + 2) = 0;
}
if (this[0x495] != (CSceneEntity)0x0) {
if (this[0x6c] == (CSceneEntity)0x0) {
pCVar5 = *(CBaseEdict **)(this + 0x30);
if (pCVar5 != (CBaseEdict *)0x0) {
*(uint *)pCVar5 = *(uint *)pCVar5 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar5);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CSceneEntity)((byte)this[0x70] | 1);
}
this[0x495] = (CSceneEntity)0x0;
}
SetCurrentTime(this,0.0,true);
CChoreoScene::ResetSimulation(*(CChoreoScene **)(this + 0x4f0),true,0.0,0.0);
(**(code **)(*(int *)this + 0x344))(this);
ClearSceneEvents(this,*(CChoreoScene **)(this + 0x4f0),false);
COutputEvent::FireOutput
((COutputEvent *)(this + 0x4f8),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
CUtlSymbolTable::CUtlSymbolTable(local_54,0,0x10,false);
local_5a = 0xffff;
local_70 = SpeakEventSoundLessFunc;
local_6c = 0;
local_68 = 0;
local_64 = 0;
local_60 = 0xffff;
local_5e = 0;
local_5c = 0xffff;
local_58 = 0;
/* try { // try from 00819459 to 008194f2 has its CatchHandler @ 008196b3 */
BuildSortedSpeakEventSoundsPrefetchList
(this,*(CChoreoScene **)(this + 0x4f0),local_54,(CUtlRBTree *)&local_70,0.0);
PrefetchSpeakEventSounds(this,local_54,(CUtlRBTree *)&local_70);
iVar3 = *(int *)(this + 0x6f0);
iVar8 = 0;
if (0 < iVar3) {
do {
while ((((uVar1 = *(uint *)(*(int *)(this + 0x6e4) + iVar8 * 4), uVar1 == 0xffffffff ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) ||
(*(CSceneListManager **)(puVar6 + 4) == (CSceneListManager *)0x0))) {
iVar8 = iVar8 + 1;
if (iVar8 == iVar3) goto LAB_008194e1;
}
CSceneListManager::SceneStarted(*(CSceneListManager **)(puVar6 + 4),(CBaseEntity *)this);
iVar8 = iVar8 + 1;
} while (iVar8 != iVar3);
}
LAB_008194e1:
PrefetchAnimBlocks(this,*(CChoreoScene **)(this + 0x4f0));
CUtlRBTree<CSceneEntity::SpeakEventSound_t,unsigned_short,bool(*)(CSceneEntity::SpeakEventSound_t_const&,CSceneEntity::SpeakEventSound_t_const&),CUtlMemory<UtlRBTreeNode_t<CSceneEntity::SpeakEventSound_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CSceneEntity::SpeakEventSound_t,unsigned_short,bool(*)(CSceneEntity::SpeakEventSound_t_const&,CSceneEntity::SpeakEventSound_t_const&),CUtlMemory<UtlRBTreeNode_t<CSceneEntity::SpeakEventSound_t,unsigned_short>,unsigned_short>>
*)&local_70);
local_5c = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CSceneEntity::SpeakEventSound_t,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlRBTreeNode_t<CSceneEntity::SpeakEventSound_t,unsigned_short>,unsigned_short>
*)&local_6c);
local_5a = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CSceneEntity::SpeakEventSound_t,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlRBTreeNode_t<CSceneEntity::SpeakEventSound_t,unsigned_short>,unsigned_short>
*)&local_6c);
CUtlSymbolTable::~CUtlSymbolTable(local_54);
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.