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 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.