CChangeLevel::ChangelevelThink
0x00b222a0 · 304 bytes · __thiscall
_ZN12CChangeLevel16ChangelevelThinkEv
Decompiled
undefined (1 param)
/* CChangeLevel::ChangelevelThink() */
void __thiscall CChangeLevel::ChangelevelThink(CChangeLevel *this)
{
int iVar1;
uint uVar2;
char cVar3;
int iVar4;
undefined *puVar5;
CBaseEntity *this_00;
int iVar6;
ChangelevelPlayerCollector local_24;
char local_23;
char local_22;
CChangeLevel *local_20;
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
local_20 = this;
local_24 = (ChangelevelPlayerCollector)0x0;
local_23 = '\0';
local_22 = '\0';
ForEachPlayer<ChangelevelPlayerCollector>(&local_24);
if (((local_22 != '\0') && (local_23 == '\0')) && (local_24 == (ChangelevelPlayerCollector)0x0)) {
iVar1 = *(int *)(this + 0x560);
iVar6 = 0;
if (0 < iVar1) {
do {
this_00 = (CBaseEntity *)0x0;
uVar2 = *(uint *)(*(int *)(this + 0x554) + iVar6 * 4);
if (((uVar2 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) {
this_00 = *(CBaseEntity **)(puVar5 + 4);
}
if (((*(char **)(this_00 + 0x7c) == "func_door*") ||
(cVar3 = CBaseEntity::ClassMatchesComplex(this_00,"func_door*"), cVar3 != '\0')) &&
((iVar4 = __dynamic_cast(this_00,&CBaseEntity::typeinfo,&CBaseDoor::typeinfo,0),
iVar4 != 0 && (*(int *)(iVar4 + 0x440) != 1)))) {
return;
}
iVar6 = iVar6 + 1;
} while (iVar6 != iVar1);
}
ChangeLevelNow(this,(CBaseEntity *)0x0);
}
return;
}
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.