L L4D2node

CServerGameDLL::CreateEntityTransitionList

0x006cc2c0 · 171 bytes · __thiscall

_ZN14CServerGameDLL26CreateEntityTransitionListEP16CSaveRestoreDatai

Decompiled

undefined (3 params)

/* CServerGameDLL::CreateEntityTransitionList(CSaveRestoreData*, int) */

int __thiscall
CServerGameDLL::CreateEntityTransitionList
          (CServerGameDLL *this,CSaveRestoreData *param_1,int param_2)

{
  code *pcVar1;
  undefined4 uVar2;
  int iVar3;
  undefined4 uVar4;
  int *piVar5;
  undefined **local_44;
  undefined4 local_40 [3];
  undefined4 local_34;
  undefined4 local_30;
  
  CRestore::CRestore((CRestore *)&local_44,param_1);
                    /* try { // try from 006cc2de to 006cc339 has its CatchHandler @ 006cc36b */
  uVar2 = CRestore::GetReadPos((CRestore *)&local_44);
  iVar3 = ::CreateEntityTransitionList(param_1,param_2);
  if (iVar3 != 0) {
    pcVar1 = *(code **)(*(int *)g_pGameSaveRestoreBlockSet + 0x2c);
    uVar4 = GetPhysSaveRestoreBlockHandler();
    (*pcVar1)(g_pGameSaveRestoreBlockSet,uVar4,uVar2,(CRestore *)&local_44,0);
  }
  piVar5 = (int *)GetPhysSaveRestoreBlockHandler();
  (**(code **)(*piVar5 + 0x20))(piVar5);
  local_44 = &PTR_GetReadPos_00c1d008;
  local_34 = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_40);
  local_30 = local_40[0];
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_40);
  return iVar3;
}

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)