InfoChangelevel::StartChangeLevel
0x00865a60 · 994 bytes · __thiscall
_ZN15InfoChangelevel16StartChangeLevelEPK10Checkpoint
Decompiled
undefined (2 params)
/* InfoChangelevel::StartChangeLevel(Checkpoint const*) */
void __thiscall InfoChangelevel::StartChangeLevel(InfoChangelevel *this,Checkpoint *param_1)
{
InfoChangelevel *pIVar1;
int *piVar2;
char cVar3;
CBaseEntity *pCVar4;
int iVar5;
int iVar6;
Vector *pVVar7;
Checkpoint *this_00;
uint uVar8;
undefined1 local_24 [21];
KillBurningPZs local_f;
TransitionResponse local_e;
PlayTransitionMusic local_d;
if (*(int *)(ChangeLevelInhibit._28_4_ + 0x30) == 0) {
if ((*(int *)(nav_edit._28_4_ + 0x30) == 0) && (this[0x5a9] == (InfoChangelevel)0x0)) {
pIVar1 = this + 0x589;
this[0x5a9] = (InfoChangelevel)0x1;
V_strncpy(s_landmarkName,(char *)pIVar1,0x20);
pCVar4 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,s_landmarkName,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (pCVar4 == (CBaseEntity *)0x0) {
s_landmarkPosition._0_4_ = 0;
s_landmarkPosition._4_4_ = 0;
s_landmarkPosition._8_4_ = 0;
}
else {
if (((byte)pCVar4[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(pCVar4);
}
s_landmarkPosition._0_4_ = *(undefined4 *)(pCVar4 + 0x2e0);
s_landmarkPosition._4_4_ = *(undefined4 *)(pCVar4 + 0x2e4);
s_landmarkPosition._8_4_ = *(undefined4 *)(pCVar4 + 0x2e8);
}
if ((pIVar1 == (InfoChangelevel *)0xc13fa0) ||
(iVar5 = _V_stricmp((char *)pIVar1,"."), iVar5 == 0)) {
pVVar7 = (Vector *)(**(code **)(*(int *)this + 0x288))(this);
this_00 = (Checkpoint *)TerrorNavMesh::GetCheckpoint(TheNavMesh,pVVar7);
if (this_00 != (Checkpoint *)0x0) {
Checkpoint::RespawnSurvivors(this_00);
}
}
else {
ZombieManager::OnChangelevelStart(TheZombieManager);
if (param_1 != (Checkpoint *)0x0) {
Checkpoint::LockAllDoors(param_1);
}
ForEachTerrorPlayer<KillBurningPZs>(&local_f);
cVar3 = CTerrorGameRules::HasPlayerControlledZombies();
if (cVar3 == '\0') {
SaveEntities(this);
}
iVar5 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"map_transition",0,0);
if (iVar5 != 0) {
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar5,0);
}
cVar3 = (**(code **)(*TheDirector + 0x3c))(TheDirector);
if (cVar3 != '\0') {
(**(code **)(*TheDirector + 0x28))(TheDirector,1);
(**(code **)(*g_pGameRules + 0x9c))(g_pGameRules,this + 0x569);
}
iVar5 = 1;
ForEachSurvivor<TransitionResponse>(&local_e);
ForEachSurvivor<PlayTransitionMusic>(&local_d);
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
pCVar4 = (CBaseEntity *)UTIL_PlayerByIndex(iVar5);
if ((((pCVar4 != (CBaseEntity *)0x0) && (*(int *)(pCVar4 + 0x30) != 0)) &&
(*(int *)(pCVar4 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
(((cVar3 = (**(code **)(*(int *)pCVar4 + 0x16c))(pCVar4), cVar3 != '\0' &&
(*(int *)(pCVar4 + 0x1f6c) != 2)) &&
(iVar6 = (**(code **)(*(int *)pCVar4 + 0x148))(pCVar4), iVar6 == 0)))) {
CBaseEntity::AddFlag(pCVar4,0x4020);
CBasePlayer::RumbleEffect((CBasePlayer *)pCVar4,'\0','\0','\0');
}
iVar5 = iVar5 + 1;
} while (iVar5 <= *(int *)(gpGlobals + 0x14));
}
iVar5 = TheNextBots();
uVar8 = (uint)*(ushort *)(iVar5 + 0x10);
if (uVar8 != 0xffff) {
iVar6 = *(int *)(iVar5 + 4);
do {
piVar2 = *(int **)(iVar6 + uVar8 * 8);
pCVar4 = (CBaseEntity *)(**(code **)(*piVar2 + 0xb4))(piVar2);
CBaseEntity::AddFlag(pCVar4,0x20);
iVar6 = *(int *)(iVar5 + 4);
uVar8 = (uint)*(ushort *)(iVar6 + 6 + uVar8 * 8);
} while (uVar8 != 0xffff);
}
COutputEvent::FireOutput
((COutputEvent *)(this + 0x5b8),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)ChangeLevelSpeechDelay);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.5,(char *)0x0)
;
}
}
return;
}
Msg("Would change level, but not going to!\n");
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.