L L4D2node

CChangeLevel::ChangeLevelNow

0x00b220e0 · 425 bytes · __thiscall

_ZN12CChangeLevel14ChangeLevelNowEP11CBaseEntity

Decompiled

undefined (2 params)

/* CChangeLevel::ChangeLevelNow(CBaseEntity*) */

void __thiscall CChangeLevel::ChangeLevelNow(CChangeLevel *this,CBaseEntity *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  undefined4 uVar3;
  
  if (this[0x5a9] == (CChangeLevel)0x0) {
    this[0x5a9] = (CChangeLevel)0x1;
    iVar1 = FindLandmark((char *)(this + 0x589));
    if (iVar1 != 0) {
      g_iDebuggingTransition = 0;
      st_szNextSpot[0] = 0;
      V_strncpy(st_szNextSpot,(char *)(this + 0x589),0x20);
      V_strncpy(st_szNextMap,(char *)(this + 0x569),0x20);
      if (param_1 == (CBaseEntity *)0x0) {
        *(undefined4 *)(this + 0x494) = 0xffffffff;
      }
      else {
        puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
        *(undefined4 *)(this + 0x494) = *puVar2;
      }
      COutputEvent::FireOutput((COutputEvent *)(this + 0x5ac),param_1,(CBaseEntity *)this,0.0);
      NotifyEntitiesOutOfTransition(this);
      if (*(int *)(g_debug_transitions._28_4_ + 0x30) != 0) {
        Msg("CHANGE LEVEL: %s %s\n",st_szNextMap,st_szNextSpot);
        if (*(int *)(g_debug_transitions._28_4_ + 0x30) != 0) {
          iVar1 = SaveInit(0);
          if (iVar1 != 0) {
            (**(code **)(*(int *)g_pGameSaveRestoreBlockSet + 4))(g_pGameSaveRestoreBlockSet,iVar1);
            uVar3 = ChangeList((levellist_t *)(iVar1 + 0x1c),0x10);
            *(undefined4 *)(iVar1 + 0x18) = uVar3;
            (**(code **)(*(int *)g_pGameSaveRestoreBlockSet + 0x10))(g_pGameSaveRestoreBlockSet);
          }
          *(undefined4 *)(this + 0xd8) = 0;
          *(undefined4 *)(this + 0xdc) = 0;
          return;
        }
      }
      (**(code **)(*g_pGameRules + 0x9c))(g_pGameRules,st_szNextMap);
      CDirector::DirectorChangelevel(TheDirector,st_szNextMap);
      return;
    }
  }
  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)