L L4D2node

CHostState::State_ChangeLevelSP

0x00183280 · 130 bytes · __thiscall

_ZN10CHostState19State_ChangeLevelSPEv

Decompiled

undefined (1 param)

/* CHostState::State_ChangeLevelSP() */

void __thiscall CHostState::State_ChangeLevelSP(CHostState *this)

{
  char cVar1;
  
  cVar1 = Host_ValidGame();
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*(int *)modelloader + 0x44))(modelloader,this + 0x20,0);
    if (cVar1 != '\0') {
      Host_Changelevel(true,(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 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)