CChangeLevel::BuildEntityTransitionList
0x00b21d90 · 315 bytes · __cdecl
_ZN12CChangeLevel25BuildEntityTransitionListEP11CBaseEntityPKcPS1_Pii
Decompiled
undefined (5 params)
/* CChangeLevel::BuildEntityTransitionList(CBaseEntity*, char const*, CBaseEntity**, int*, int) */
int CChangeLevel::BuildEntityTransitionList
(CBaseEntity *param_1,char *param_2,CBaseEntity **param_3,int *param_4,int param_5)
{
char cVar1;
int iVar2;
int iVar3;
undefined4 uVar4;
undefined1 *puVar5;
int iVar6;
CBaseEntity *this;
iVar6 = *(int *)(g_debug_transitions._28_4_ + 0x30);
if (iVar6 == 0) {
LAB_00b21dd0:
g_iDebuggingTransition = 0;
}
else {
if (*(undefined1 **)(param_1 + 0x154) != st_szNextSpot) {
cVar1 = CBaseEntity::NameMatchesComplex(param_1,st_szNextSpot);
if (cVar1 == '\0') goto LAB_00b21dd0;
iVar6 = *(int *)(g_debug_transitions._28_4_ + 0x30);
}
*(uint *)(param_1 + 0x110) = *(uint *)(param_1 + 0x110) | 0xe;
g_iDebuggingTransition = iVar6;
}
this = (CBaseEntity *)0x0;
iVar6 = 0;
while( true ) {
while( true ) {
do {
this = (CBaseEntity *)UTIL_EntitiesInPVS(param_1,this);
if (this == (CBaseEntity *)0x0) {
return iVar6;
}
iVar2 = ComputeEntitySaveFlags(this);
} while (iVar2 == 0);
iVar3 = InTransitionVolume(this,param_2);
if (iVar3 != 0) break;
if (g_iDebuggingTransition == 2) {
Msg("IGNORED, outside transition volume.\n");
}
}
if (param_5 <= iVar6) break;
param_3[iVar6] = this;
param_4[iVar6] = iVar2;
iVar6 = iVar6 + 1;
if (g_iDebuggingTransition != 0) {
if (g_iDebuggingTransition == 2) {
Msg("ADDED.\n");
}
else {
uVar4 = CBaseEntity::GetDebugName(this);
puVar5 = *(undefined1 **)(this + 0x7c);
if (puVar5 == (undefined1 *)0x0) {
puVar5 = &DAT_00d539c2;
}
Msg("ADDED %s (%s) to transition.\n",puVar5,uVar4);
}
*(uint *)(this + 0x110) = *(uint *)(this + 0x110) | 6;
}
}
Warning("Too many entities across a transition!\n");
return iVar6;
}
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.