CChangeLevel::BuildChangeLevelList
0x00b18d60 · 220 bytes · __cdecl
_ZN12CChangeLevel20BuildChangeLevelListEP11levellist_ti
Decompiled
undefined (2 params)
/* CChangeLevel::BuildChangeLevelList(levellist_t*, int) */
int CChangeLevel::BuildChangeLevelList(levellist_t *param_1,int param_2)
{
CBaseEntity *pCVar1;
int iVar2;
int iVar3;
int local_20;
pCVar1 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"info_changelevel");
local_20 = 0;
do {
if (pCVar1 == (CBaseEntity *)0x0) {
return local_20;
}
iVar2 = __dynamic_cast(pCVar1,&CBaseEntity::typeinfo,&typeinfo,0);
if (iVar2 != 0) {
iVar3 = FindLandmark((char *)(iVar2 + 0x589));
if (((iVar3 != 0) &&
(iVar2 = AddTransitionToList(param_1,local_20,(char *)(iVar2 + 0x569),
(char *)(iVar2 + 0x589),*(edict_t **)(iVar3 + 0x30)),
iVar2 != 0)) && (local_20 = local_20 + 1, param_2 <= local_20)) {
return local_20;
}
}
pCVar1 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar1,"info_changelevel");
} while( true );
}
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.