CTerrorPlayer::OnBeginChangeLevel
0x008f61f0 · 539 bytes · __thiscall
_ZN13CTerrorPlayer18OnBeginChangeLevelEPKc
Decompiled
undefined (2 params)
/* CTerrorPlayer::OnBeginChangeLevel(char const*) */
void __thiscall CTerrorPlayer::OnBeginChangeLevel(CTerrorPlayer *this,char *param_1)
{
float fVar1;
char cVar2;
int iVar3;
CBaseBackpackItem *this_00;
undefined4 uVar4;
double local_2c;
double local_24;
KeyValues *local_10;
cVar2 = CTerrorGameRules::IsVersusMode();
if (cVar2 != '\0') {
return;
}
cVar2 = (**(code **)(*(int *)this + 0x778))(this);
if (cVar2 != '\0') goto LAB_008f634b;
iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar3 != 0) {
this_00 = (CBaseBackpackItem *)
__dynamic_cast(iVar3,&CBaseCombatWeapon::typeinfo,&CBaseBackpackItem::typeinfo,0);
if ((this_00 != (CBaseBackpackItem *)0x0) && (this_00[0x17dc] != (CBaseBackpackItem)0x0)) {
CBaseBackpackItem::CompleteAction(this_00);
if (this_00[0x17dc] != (CBaseBackpackItem)0x0) {
(**(code **)(*(int *)this + 0x470))(this,this_00,0,0);
UTIL_Remove((CBaseEntity *)this_00);
}
}
}
UpdateMissionStats(this);
cVar2 = CDirector::IsTransitionScenarioRestart();
if (cVar2 == '\0') {
ShowTransitionStats(this);
}
if (((byte)this[0x14d] & 8) == 0) {
local_24 = (double)*(float *)(this + 0x2e8);
LAB_008f629a:
local_2c = (double)*(float *)(this + 0x2e4);
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
local_24 = (double)*(float *)(this + 0x2e8);
if (((byte)this[0x14d] & 8) == 0) goto LAB_008f629a;
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
local_2c = (double)*(float *)(this + 0x2e4);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
}
fVar1 = *(float *)(this + 0x2e0);
uVar4 = (**(code **)(*(int *)this + 0xb8))(this);
UTIL_LogPrintf("Saving %s for transition at %f %f %f\n",uVar4,(double)fVar1,local_2c,local_24);
PlayerSaveData::PlayerSaveData((PlayerSaveData *)&local_10,this,"player");
/* try { // try from 008f6322 to 008f633f has its CatchHandler @ 008f641a */
KeyValues::SetString(local_10,"targetMap",param_1);
CUtlVector<PlayerSaveData,CUtlMemory<PlayerSaveData,int>>::InsertBefore
((CUtlVector<PlayerSaveData,CUtlMemory<PlayerSaveData,int>> *)&g_SavedPlayers,
DAT_0100e518,(PlayerSaveData *)&local_10);
KeyValues::deleteThis();
LAB_008f634b:
CBaseEntity::AddFlag((CBaseEntity *)this,0x20);
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.