CChangeLevel::AddTransitionToList
0x00b18c20 · 305 bytes · __cdecl
_ZN12CChangeLevel19AddTransitionToListEP11levellist_tiPKcS3_P7edict_t
Decompiled
undefined (5 params)
/* CChangeLevel::AddTransitionToList(levellist_t*, int, char const*, char const*, edict_t*) */
undefined4
CChangeLevel::AddTransitionToList
(levellist_t *param_1,int param_2,char *param_3,char *param_4,edict_t *param_5)
{
int *piVar1;
char *pcVar2;
int iVar3;
int iVar4;
CBaseEntity *this;
levellist_t *plVar5;
if ((((param_1 != (levellist_t *)0x0) && (param_3 != (char *)0x0)) && (param_4 != (char *)0x0)) &&
(param_5 != (edict_t *)0x0)) {
pcVar2 = "";
if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
pcVar2 = *(char **)(gpGlobals + 0x3c);
}
iVar3 = _V_stricmp(param_3,pcVar2);
if (iVar3 != 0) {
if (0 < param_2) {
iVar3 = 0;
plVar5 = param_1;
do {
if ((*(edict_t **)(plVar5 + 0x40) == param_5) &&
(iVar4 = _V_stricmp((char *)plVar5,param_3), iVar4 == 0)) {
return 0;
}
iVar3 = iVar3 + 1;
plVar5 = plVar5 + 0x50;
} while (iVar3 != param_2);
}
plVar5 = param_1 + param_2 * 0x50;
V_strncpy((char *)plVar5,param_3,0x20);
V_strncpy((char *)(plVar5 + 0x20),param_4,0x20);
*(edict_t **)(plVar5 + 0x40) = param_5;
piVar1 = *(int **)(param_5 + 0xc);
if (piVar1 == (int *)0x0) {
this = (CBaseEntity *)0x0;
}
else {
this = (CBaseEntity *)(**(code **)(*piVar1 + 0x18))(piVar1);
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
*(undefined4 *)(plVar5 + 0x44) = *(undefined4 *)(this + 0x2e0);
*(undefined4 *)(plVar5 + 0x48) = *(undefined4 *)(this + 0x2e4);
*(undefined4 *)(plVar5 + 0x4c) = *(undefined4 *)(this + 0x2e8);
return 1;
}
}
return 0;
}
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.