L L4D2node

CChangeLevel::ComputeEntitySaveFlags

0x00b18e40 · 286 bytes · __cdecl

_ZN12CChangeLevel22ComputeEntitySaveFlagsEP11CBaseEntity

Decompiled

undefined (1 param)

/* CChangeLevel::ComputeEntitySaveFlags(CBaseEntity*) */

uint CChangeLevel::ComputeEntitySaveFlags(CBaseEntity *param_1)

{
  char cVar1;
  uint uVar2;
  int iVar3;
  undefined4 uVar4;
  int *piVar5;
  undefined1 *puVar6;
  uint uVar7;
  
  if (g_iDebuggingTransition == 2) {
    uVar4 = CBaseEntity::GetDebugName(param_1);
    puVar6 = &DAT_00d539c2;
    if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
      puVar6 = *(undefined1 **)(param_1 + 0x7c);
    }
    Msg("Trying %s (%s): ",puVar6,uVar4);
  }
  uVar2 = (**(code **)(*(int *)param_1 + 0xa4))(param_1);
  if ((int)uVar2 < 0) {
    uVar7 = 0;
    if (g_iDebuggingTransition == 2) {
      Msg("IGNORED due to being marked \"Don\'t save\".\n");
      uVar7 = 0;
    }
  }
  else {
    cVar1 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
      if (cVar1 != '\0') {
        return 0;
      }
      piVar5 = (int *)CBaseEntity::GetRootMoveParent(param_1);
      cVar1 = (**(code **)(*piVar5 + 0x16c))(piVar5);
      if (cVar1 != '\0') {
        return 0;
      }
    }
    uVar7 = (uVar2 & 2) << 0x1c;
    if (*(int *)(param_1 + 0x80) != 0) {
      iVar3 = CBaseEntity::IsDormant(param_1);
      if (iVar3 == 0) {
        return uVar7 | 0x10000000;
      }
    }
    if ((g_iDebuggingTransition == 2) && ((uVar2 & 2) == 0)) {
      Msg("IGNORED, no across_transition flag & no globalname\n");
    }
  }
  return uVar7;
}

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)