L L4D2node

CChangeLevel::Activate

0x00b18ad0 · 295 bytes · __thiscall

_ZN12CChangeLevel8ActivateEv

Decompiled

undefined (1 param)

/* CChangeLevel::Activate() */

void __thiscall CChangeLevel::Activate(CChangeLevel *this)

{
  code *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  
  CBaseTrigger::Activate((CBaseTrigger *)this);
  if ((*(int *)(gpGlobals + 0x48) == 0) && (((byte)this[0x148] & 4) != 0)) {
    CBaseEntity::VPhysicsInitStatic((CBaseEntity *)this);
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffff3);
    *(undefined4 *)(this + 0xd8) = 0;
    *(undefined4 *)(this + 0xdc) = 0;
    return;
  }
  this_00 = (CBaseEntity *)FindLandmark((char *)(this + 0x589));
  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);
    }
    if (*(int *)(g_debug_transitions._28_4_ + 0x30) != 0) {
      iVar2 = CGlobalEntityList::FindEntityByClassname
                        ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"trigger_transition");
      if (iVar2 == 0) {
        Warning("Map has no trigger_transition volumes for landmark %s\n",this + 0x589);
      }
    }
  }
  this[0x5a9] = (CChangeLevel)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)