CChangeLevel::ChangeList
0x00b21ee0 · 426 bytes · __cdecl
_ZN12CChangeLevel10ChangeListEP11levellist_ti
Decompiled
undefined (2 params)
/* CChangeLevel::ChangeList(levellist_t*, int) */
int CChangeLevel::ChangeList(levellist_t *param_1,int param_2)
{
CSaveRestoreData *pCVar1;
int *piVar2;
int iVar3;
byte *pbVar4;
CBaseEntity *pCVar5;
int iVar6;
int iVar7;
int iVar8;
levellist_t *local_105c;
int local_1058;
undefined **local_1044;
undefined4 local_1040 [3];
undefined4 local_1034;
undefined4 local_1030;
CBaseEntity *local_101c [512];
uint local_81c [515];
iVar3 = BuildChangeLevelList(param_1,param_2);
pCVar1 = *(CSaveRestoreData **)(gpGlobals + 0x2c);
if ((pCVar1 != (CSaveRestoreData *)0x0) && (*(int *)(pCVar1 + 0x574) != 0)) {
CSave::CSave((CSave *)&local_1044,pCVar1);
if (0 < iVar3) {
local_1058 = 0;
local_105c = param_1 + 0x20;
do {
pbVar4 = *(byte **)(local_105c + 0x20);
if (((pbVar4 == (byte *)0x0) &&
((pbVar4 = *(byte **)(gpGlobals + 0x58), pbVar4 == (byte *)0x0 || ((*pbVar4 & 2) != 0)))
) || (piVar2 = *(int **)(pbVar4 + 0xc), piVar2 == (int *)0x0)) {
pCVar5 = (CBaseEntity *)0x0;
}
else {
/* try { // try from 00b21f81 to 00b21ffb has its CatchHandler @ 00b2208a */
pCVar5 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2);
}
iVar6 = BuildEntityTransitionList
(pCVar5,(char *)local_105c,local_101c,(int *)local_81c,0x200);
iVar8 = 0;
if (0 < iVar6) {
do {
iVar7 = CSave::EntityIndex((CSave *)&local_1044,local_101c[iVar8]);
CSave::EntityFlagsSet
((CSave *)&local_1044,iVar7,1 << ((byte)local_1058 & 0x1f) | local_81c[iVar8])
;
iVar8 = iVar8 + 1;
} while (iVar8 != iVar6);
}
local_1058 = local_1058 + 1;
local_105c = local_105c + 0x50;
} while (local_1058 != iVar3);
}
local_1044 = &PTR_StartLogging_00c1cf28;
local_1034 = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_1040);
local_1030 = local_1040[0];
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)local_1040);
}
return iVar3;
}
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.