CBasePlayer::CheckTrainUpdate
0x007a9910 · 135 bytes · __thiscall
_ZN11CBasePlayer16CheckTrainUpdateEv
Decompiled
undefined (1 param)
/* CBasePlayer::CheckTrainUpdate() */
void __thiscall CBasePlayer::CheckTrainUpdate(CBasePlayer *this)
{
undefined **local_2c [8];
if (((byte)this[0x1d18] & 0xc0) == 0) {
return;
}
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
/* try { // try from 007a9949 to 007a994d has its CatchHandler @ 007a999c */
CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,this);
/* try { // try from 007a9951 to 007a997b has its CatchHandler @ 007a99ae */
CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
UserMessageBegin((IRecipientFilter *)local_2c,"Train");
MessageWriteByte(*(uint *)(this + 0x1d18) & 0xf);
MessageEnd();
*(uint *)(this + 0x1d18) = *(uint *)(this + 0x1d18) & 0xffffff3f;
local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
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.