CTerrorPlayer::InputCancelCurrentScene
0x009f4d40 · 223 bytes · __cdecl
_ZN13CTerrorPlayer23InputCancelCurrentSceneER11inputdata_t
Decompiled
undefined (1 param)
/* CTerrorPlayer::InputCancelCurrentScene(inputdata_t&) */
void CTerrorPlayer::InputCancelCurrentScene(inputdata_t *param_1)
{
uint uVar1;
code *pcVar2;
int *piVar3;
undefined *puVar4;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
uVar1 = *(uint *)(param_1 + 0x3ee4);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(piVar3 = *(int **)(puVar4 + 4), piVar3 != (int *)0x0)) {
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
(**(code **)(*piVar3 + 0xb4))(piVar3,"Cancel",0,0,(CAI_Concept *)local_30,0);
}
pcVar2 = *(code **)(*(int *)param_1 + 0x7b4);
CAI_Concept::CAI_Concept((CAI_Concept *)local_30,"SceneCancelled");
(*pcVar2)(param_1,(CAI_Concept *)local_30,1,0,0,0,0);
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.