L L4D2node

CChangeLevel::NotifyEntitiesOutOfTransition

0x00b21c80 · 250 bytes · __thiscall

_ZN12CChangeLevel29NotifyEntitiesOutOfTransitionEv

Decompiled

undefined (1 param)

/* CChangeLevel::NotifyEntitiesOutOfTransition() */

void __thiscall CChangeLevel::NotifyEntitiesOutOfTransition(CChangeLevel *this)

{
  char cVar1;
  CBaseEntity *pCVar2;
  uint uVar3;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  for (pCVar2 = (CBaseEntity *)
                CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0);
      pCVar2 != (CBaseEntity *)0x0;
      pCVar2 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar2)) {
    uVar3 = (**(code **)(*(int *)pCVar2 + 0xa4))(pCVar2);
    if ((uVar3 & 8) != 0) {
      uVar3 = (**(code **)(*(int *)pCVar2 + 0xa4))(pCVar2);
      if (((uVar3 & 6) == 0) || (cVar1 = IsEntityInTransition(this,pCVar2), cVar1 == '\0')) {
        local_30[0] = 0;
        local_24 = 0xffffffff;
        local_20 = 0;
        (**(code **)(*(int *)pCVar2 + 0xb4))(pCVar2,"OutsideTransition",this,this,local_30,0);
      }
      else {
        local_30[0] = 0;
        local_24 = 0xffffffff;
        local_20 = 0;
        (**(code **)(*(int *)pCVar2 + 0xb4))(pCVar2,"InsideTransition",this,this,local_30,0);
      }
    }
  }
  return;
}

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)