CTransitioningPlayer::TransitionThink
0x00521c80 · 285 bytes · __thiscall
_ZN20CTransitioningPlayer15TransitionThinkEv
Decompiled
undefined (1 param)
/* CTransitioningPlayer::TransitionThink() */
void __thiscall CTransitioningPlayer::TransitionThink(CTransitioningPlayer *this)
{
CBaseEdict *this_00;
char cVar1;
int iVar2;
int iVar3;
if ((*(float *)(gpGlobals + 0xc) < *(float *)(DirectorTransitionTimeout._28_4_ + 0x2c)) ||
(cVar1 = (**(code **)(*engine + 0x48))(engine,*(undefined4 *)(this + 0x1a48)), cVar1 != '\0'))
{
iVar2 = UTIL_PlayerByUserId(*(int *)(this + 0x1a48));
if (iVar2 == 0) {
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
iVar2 = (**(code **)(*engine + 0x4c))(engine,*(undefined4 *)(this + 0x1a48));
if (iVar2 == *(int *)(this + 0x1a58)) {
return;
}
if (this[0x6c] == (CTransitioningPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTransitioningPlayer)((byte)this[0x70] | 1);
}
*(int *)(this + 0x1a58) = iVar2;
return;
}
}
else {
UTIL_LogPrintf("UserID %d (%s) has gone away - removing transition record\n",
*(undefined4 *)(this + 0x1a48),this + 0x1a60);
RemoveTransitioningPlayerRecord(*(int *)(this + 0x1a48));
}
if (*(int *)(RemoveTransitioningPlayers._28_4_ + 0x30) == 0) {
return;
}
UTIL_Remove((CBaseEntity *)this);
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.