L L4D2node

CChangeLevel::IsEntityInTransition

0x00b21b60 · 278 bytes · __thiscall

_ZN12CChangeLevel20IsEntityInTransitionEP11CBaseEntity

Decompiled

undefined (2 params)

/* CChangeLevel::IsEntityInTransition(CBaseEntity*) */

undefined4 __thiscall CChangeLevel::IsEntityInTransition(CChangeLevel *this,CBaseEntity *param_1)

{
  code *pcVar1;
  int iVar2;
  undefined4 uVar3;
  CBaseEntity *this_00;
  int in_GS_OFFSET;
  undefined1 local_2038 [12];
  undefined1 local_202c [12];
  undefined1 local_2020 [8192];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar2 = InTransitionVolume(param_1,(char *)(this + 0x589));
  if (iVar2 != 0) {
    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);
      }
      uVar3 = (*pcVar1)(engine,this_00 + 0x2e0);
      (**(code **)(*engine + 0x34))(engine,uVar3,0x2000,local_2020);
      (**(code **)(*(int *)(param_1 + 0x194) + 0x3c))(param_1 + 0x194,local_2038,local_202c);
      uVar3 = (**(code **)(*engine + 0x3c))(engine,local_2038,local_202c,local_2020,0x2000);
      goto LAB_00b21b95;
    }
  }
  uVar3 = 0;
LAB_00b21b95:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar3;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)