CPathTrack::TogglePath
0x007718a0 · 95 bytes · __thiscall
_ZN10CPathTrack10TogglePathEv
Decompiled
undefined (1 param)
/* CPathTrack::TogglePath() */
void __thiscall CPathTrack::TogglePath(CPathTrack *this)
{
CPathTrack CVar1;
uint uVar2;
CBaseEdict *this_00;
int iVar3;
uint uVar4;
uVar2 = *(uint *)(this + 0x148);
if ((uVar2 & 1) == 0) {
uVar4 = uVar2 | 1;
if (uVar2 == uVar4) {
return;
}
CVar1 = this[0x6c];
}
else {
uVar4 = uVar2 & 0xfffffffe;
if (uVar2 == uVar4) {
return;
}
CVar1 = this[0x6c];
}
if (CVar1 == (CPathTrack)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CPathTrack)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar4;
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.