L L4D2node

CInstancedSceneEntity::StartPlayback

0x00819700 · 57 bytes · __thiscall

_ZN21CInstancedSceneEntity13StartPlaybackEv

Decompiled

undefined (1 param)

/* CInstancedSceneEntity::StartPlayback() */

void __thiscall CInstancedSceneEntity::StartPlayback(CInstancedSceneEntity *this)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)(**(code **)(*(int *)this + 0x3f8))(this);
  if ((float)lVar1 != 0.0) {
    return;
  }
  CSceneEntity::StartPlayback((CSceneEntity *)this);
  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)