CHostState::State_ChangeLevelMP
0x001831e0 · 156 bytes · __thiscall
_ZN10CHostState19State_ChangeLevelMPEv
Decompiled
undefined (1 param)
/* CHostState::State_ChangeLevelMP() */
void __thiscall CHostState::State_ChangeLevelMP(CHostState *this)
{
char cVar1;
CSteam3Server *this_00;
cVar1 = Host_ValidGame();
if (cVar1 != '\0') {
this_00 = (CSteam3Server *)Steam3Server();
CSteam3Server::NotifyOfLevelChange(this_00);
(**(code **)(*(int *)g_pServerPluginHandler + 0x18))(g_pServerPluginHandler);
cVar1 = (**(code **)(*(int *)modelloader + 0x44))(modelloader,this + 0x20,0);
if (cVar1 != '\0') {
Host_Changelevel(false,(char *)(this + 0x20),(char *)(this + 0x120));
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 4;
return;
}
}
ConMsg("Unable to change level!\n");
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 4;
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.