L L4D2node

CEntitySaveUtils::AddLevelTransitionSaveDependency

0x004a6100 · 35 bytes · __thiscall

_ZN16CEntitySaveUtils32AddLevelTransitionSaveDependencyEP11CBaseEntityS1_

Decompiled

undefined (3 params)

/* CEntitySaveUtils::AddLevelTransitionSaveDependency(CBaseEntity*, CBaseEntity*) */

void __thiscall
CEntitySaveUtils::AddLevelTransitionSaveDependency
          (CEntitySaveUtils *this,CBaseEntity *param_1,CBaseEntity *param_2)

{
  if (param_1 != param_2) {
                    /* WARNING: Could not recover jumptable at 0x004a611e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(this + 4) + 8))();
    return;
  }
  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)