L L4D2node

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 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)