L L4D2node

InfoChangelevel::Activate

0x00862b50 · 195 bytes · __thiscall

_ZN15InfoChangelevel8ActivateEv

Decompiled

undefined (1 param)

/* InfoChangelevel::Activate() */

void __thiscall InfoChangelevel::Activate(InfoChangelevel *this)

{
  code *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  
  CBaseTrigger::Activate((CBaseTrigger *)this);
  this_00 = (CBaseEntity *)
            CGlobalEntityList::FindEntityByName
                      ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,(char *)(this + 0x589),
                       (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                       (IEntityFindFilter *)0x0);
  if (this_00 != (CBaseEntity *)0x0) {
    pcVar1 = *(code **)(*engine + 0x30);
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    iVar2 = (*pcVar1)(engine,this_00 + 0x2e0);
    if (iVar2 < 0) {
      Warning("info_changelevel to map %s has a landmark embedded in solid!\nThis will break level transitions!\n"
              ,this + 0x569);
      this[0x5a9] = (InfoChangelevel)0x0;
      return;
    }
  }
  this[0x5a9] = (InfoChangelevel)0x0;
  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)