L L4D2node

CTerrorPlayer::PlayScene

0x009f4ce0 · 90 bytes · __thiscall

_ZN13CTerrorPlayer9PlaySceneEPKcfP11AI_ResponseP16IRecipientFilter

Decompiled

undefined (5 params)

/* CTerrorPlayer::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) */

void __thiscall
CTerrorPlayer::PlayScene
          (CTerrorPlayer *this,char *param_1,float param_2,AI_Response *param_3,
          IRecipientFilter *param_4)

{
  InstancedScriptedScene
            ((CBaseFlex *)this,param_1,(CHandle *)(this + 0x3ee4),param_2,false,param_3,
             *(int *)(scene_clientplayback._28_4_ + 0x30) != 0,param_4);
  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)