CChangeLevel::InTransitionVolume
0x00b21a40 · 265 bytes · __cdecl
_ZN12CChangeLevel18InTransitionVolumeEP11CBaseEntityPKc
Decompiled
undefined (2 params)
/* CChangeLevel::InTransitionVolume(CBaseEntity*, char const*) */
undefined4 CChangeLevel::InTransitionVolume(CBaseEntity *param_1,char *param_2)
{
char cVar1;
uint uVar2;
undefined4 uVar3;
CBaseEntity *pCVar4;
CBaseEntity *this;
uVar2 = (**(code **)(*(int *)param_1 + 0xa4))(param_1);
uVar3 = 2;
if ((uVar2 & 4) == 0) {
pCVar4 = (CBaseEntity *)CBaseEntity::GetRootMoveParent(param_1);
this = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (this != (CBaseEntity *)0x0) {
uVar3 = 1;
do {
if ((*(char **)(this + 0x7c) == "trigger_transition") ||
(cVar1 = CBaseEntity::ClassMatchesComplex(this,"trigger_transition"), cVar1 != '\0')) {
cVar1 = TestEntityTriggerIntersection_Accurate(this,pCVar4);
if (cVar1 != '\0') {
return 2;
}
uVar3 = 0;
}
this = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,this,param_2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
} while (this != (CBaseEntity *)0x0);
return uVar3;
}
uVar3 = 1;
}
return uVar3;
}
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.